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>
446 lines
21 KiB
C#
446 lines
21 KiB
C#
using System.Buffers.Binary;
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using System.Net;
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using AcDream.Core.Net;
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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;
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/// <summary>
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/// Live integration test that talks to a real ACE server. Skipped by
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/// default so CI doesn't fail for developers without a running server.
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/// To run:
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/// <code>
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/// set ACDREAM_LIVE=1
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/// set ACDREAM_TEST_USER=testaccount
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/// set ACDREAM_TEST_PASS=testpassword
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/// set ACDREAM_TEST_HOST=127.0.0.1 (optional, default)
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/// set ACDREAM_TEST_PORT=9000 (optional, default)
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/// dotnet test --filter LiveHandshake
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/// </code>
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///
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/// <para>
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/// <b>Credential handling:</b> the test reads the username and password
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/// from environment variables and uses them in one outbound LoginRequest
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/// packet. They are never written to disk, never logged to console, never
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/// included in assertion messages, and never committed. When the test
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/// prints diagnostics they are reduced to their length so mistakes in
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/// the env-var setup are distinguishable from server errors.
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/// </para>
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/// </summary>
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public class LiveHandshakeTests
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{
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[Fact]
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public void Live_LoginRequest_ReceivesConnectRequestFromServer()
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{
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if (Environment.GetEnvironmentVariable("ACDREAM_LIVE") != "1")
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return; // skipped — not a failure
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var host = Environment.GetEnvironmentVariable("ACDREAM_TEST_HOST") ?? "127.0.0.1";
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var portStr = Environment.GetEnvironmentVariable("ACDREAM_TEST_PORT") ?? "9000";
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var user = Environment.GetEnvironmentVariable("ACDREAM_TEST_USER");
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var pass = Environment.GetEnvironmentVariable("ACDREAM_TEST_PASS");
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Assert.NotNull(user);
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Assert.NotNull(pass);
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Assert.NotEmpty(user!);
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Assert.NotEmpty(pass!);
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var remote = new IPEndPoint(IPAddress.Parse(host), int.Parse(portStr));
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using var net = new NetClient(remote);
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// Build and send the LoginRequest datagram. Header has only the
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// LoginRequest flag; checksum is unencrypted (the ISAAC keystream
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// is established only *after* the server sends us ConnectRequest).
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uint timestamp = (uint)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
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byte[] loginBody = LoginRequest.Build(user, pass, timestamp);
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var loginHeader = new PacketHeader { Flags = PacketHeaderFlags.LoginRequest };
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byte[] loginDatagram = PacketCodec.Encode(loginHeader, loginBody, outboundIsaac: null);
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Console.WriteLine($"[live] sending {loginDatagram.Length}-byte LoginRequest to {remote} " +
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$"(user.len={user.Length}, pass.len={pass.Length})");
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net.Send(loginDatagram);
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// Expect at least one packet back within 5 seconds. ACE can chunk
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// the handshake across multiple datagrams so we loop until we find
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// a ConnectRequest or hit the overall deadline.
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var deadline = DateTime.UtcNow + TimeSpan.FromSeconds(5);
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Packet? connectRequest = null;
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int packetsReceived = 0;
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while (DateTime.UtcNow < deadline && connectRequest is null)
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{
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var bytes = net.Receive(deadline - DateTime.UtcNow, out var from);
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if (bytes is null) break;
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packetsReceived++;
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Console.WriteLine($"[live] received {bytes.Length}-byte datagram from {from}");
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var decoded = PacketCodec.TryDecode(bytes, inboundIsaac: null);
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Console.WriteLine($"[live] decode result: {decoded.Error}, " +
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$"flags: {(decoded.Packet?.Header.Flags.ToString() ?? "n/a")}");
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if (decoded.IsOk && decoded.Packet!.Header.HasFlag(PacketHeaderFlags.ConnectRequest))
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{
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connectRequest = decoded.Packet;
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break;
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}
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}
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Console.WriteLine($"[live] total packets received: {packetsReceived}");
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Assert.True(packetsReceived > 0,
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"Server did not respond at all within 5s — is ACE actually running on " +
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$"{remote} and does the account '{user}' exist?");
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Assert.NotNull(connectRequest);
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var opt = connectRequest!.Optional;
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Console.WriteLine($"[live] ConnectRequest decoded: " +
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$"serverTime={opt.ConnectRequestServerTime:F3} " +
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$"cookie=0x{opt.ConnectRequestCookie:X16} " +
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$"clientId=0x{opt.ConnectRequestClientId:X8} " +
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$"serverSeed=0x{opt.ConnectRequestServerSeed:X8} " +
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$"clientSeed=0x{opt.ConnectRequestClientSeed:X8}");
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Assert.NotEqual(0UL, opt.ConnectRequestCookie);
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Assert.NotEqual(0u, opt.ConnectRequestClientId);
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Assert.NotEqual(0u, opt.ConnectRequestServerSeed);
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Assert.NotEqual(0u, opt.ConnectRequestClientSeed);
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}
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[Fact]
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public void Live_FullThreeWayHandshake_ReachesConnectedState()
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{
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if (Environment.GetEnvironmentVariable("ACDREAM_LIVE") != "1")
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return;
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var host = Environment.GetEnvironmentVariable("ACDREAM_TEST_HOST") ?? "127.0.0.1";
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var portStr = Environment.GetEnvironmentVariable("ACDREAM_TEST_PORT") ?? "9000";
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var user = Environment.GetEnvironmentVariable("ACDREAM_TEST_USER")!;
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var pass = Environment.GetEnvironmentVariable("ACDREAM_TEST_PASS")!;
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int loginPort = int.Parse(portStr);
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int connectPort = loginPort + 1;
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var loginEndpoint = new IPEndPoint(IPAddress.Parse(host), loginPort);
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var connectEndpoint = new IPEndPoint(IPAddress.Parse(host), connectPort);
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using var net = new NetClient(loginEndpoint);
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// Step 1: send LoginRequest to port 9000.
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uint timestamp = (uint)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
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byte[] loginPayload = LoginRequest.Build(user, pass, timestamp);
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var loginHeader = new PacketHeader { Flags = PacketHeaderFlags.LoginRequest };
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byte[] loginDatagram = PacketCodec.Encode(loginHeader, loginPayload, outboundIsaac: null);
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Console.WriteLine($"[live] step 1: sending {loginDatagram.Length}-byte LoginRequest to {loginEndpoint}");
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net.Send(loginDatagram);
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// Step 2: receive ConnectRequest (from port 9000).
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Packet? connectRequest = null;
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var deadline = DateTime.UtcNow + TimeSpan.FromSeconds(5);
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while (DateTime.UtcNow < deadline)
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{
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var bytes = net.Receive(deadline - DateTime.UtcNow, out var from);
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if (bytes is null) break;
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var decoded = PacketCodec.TryDecode(bytes, inboundIsaac: null);
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Console.WriteLine($"[live] step 2: got {bytes.Length}-byte datagram from {from}, " +
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$"decode={decoded.Error}, flags={decoded.Packet?.Header.Flags}");
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if (decoded.IsOk && decoded.Packet!.Header.HasFlag(PacketHeaderFlags.ConnectRequest))
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{
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connectRequest = decoded.Packet;
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break;
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}
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}
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Assert.NotNull(connectRequest);
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var cr = connectRequest!.Optional;
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Console.WriteLine($"[live] step 2: ConnectRequest cookie=0x{cr.ConnectRequestCookie:X16} " +
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$"clientId=0x{cr.ConnectRequestClientId:X8}");
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// Step 3: send ConnectResponse echoing the cookie to port 9001.
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// Protocol details confirmed against references/holtburger/crates/
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// holtburger-session/src/session/auth.rs::handle_handshake_request:
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// - Sequence = 1 (LoginRequest was seq 0; our next outbound is seq 1)
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// - Id = 0 (NOT the clientId from ConnectRequest; that's ACE's
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// internal session id, not the packet header Id field)
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// - 200ms delay before send to avoid a race with the server that
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// holtburger discovered empirically (ACE_HANDSHAKE_RACE_DELAY_MS)
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// - Body is 8 bytes, the cookie as little-endian u64
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byte[] connectResponseBody = new byte[8];
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BinaryPrimitives.WriteUInt64LittleEndian(connectResponseBody, cr.ConnectRequestCookie);
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var crHeader = new PacketHeader
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{
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Sequence = 1,
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Flags = PacketHeaderFlags.ConnectResponse,
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Id = 0,
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Time = 0,
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Iteration = 0,
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};
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byte[] connectResponseDatagram = PacketCodec.Encode(crHeader, connectResponseBody, outboundIsaac: null);
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Console.WriteLine($"[live] step 3: sleeping 200ms (ACE handshake race delay) then sending " +
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$"{connectResponseDatagram.Length}-byte ConnectResponse to {connectEndpoint}");
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Thread.Sleep(200);
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net.Send(connectEndpoint, connectResponseDatagram);
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// Seed the two ISAAC streams NOW. From this point on the server
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// will use EncryptedChecksum for everything it sends us, and expects
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// the same from us.
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var serverSeedBytes = new byte[4];
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BinaryPrimitives.WriteUInt32LittleEndian(serverSeedBytes, cr.ConnectRequestServerSeed);
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var clientSeedBytes = new byte[4];
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BinaryPrimitives.WriteUInt32LittleEndian(clientSeedBytes, cr.ConnectRequestClientSeed);
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var inboundIsaac = new IsaacRandom(serverSeedBytes); // decrypts server's outbound
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var outboundIsaac = new IsaacRandom(clientSeedBytes); // encrypts our outbound
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Console.WriteLine($"[live] step 3: ISAAC seeds primed, " +
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$"inbound.next=0x{new IsaacRandom(serverSeedBytes).Next():X8}, " +
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$"outbound.next=0x{new IsaacRandom(clientSeedBytes).Next():X8}");
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// Step 4: receive post-handshake traffic. Run fragments through a
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// FragmentAssembler so multi-packet game messages reassemble, then
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// read the opcode (first 4 bytes of the assembled body) to prove
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// we're looking at real GameMessage opcodes.
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var assembler = new FragmentAssembler();
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int postHandshakePackets = 0;
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int successfullyDecoded = 0;
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int checksumFailures = 0;
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var seenOpcodes = new List<uint>();
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var postDeadline = DateTime.UtcNow + TimeSpan.FromSeconds(5);
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while (DateTime.UtcNow < postDeadline)
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{
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var bytes = net.Receive(postDeadline - DateTime.UtcNow, out var from);
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if (bytes is null) break;
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postHandshakePackets++;
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var decoded = PacketCodec.TryDecode(bytes, inboundIsaac);
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Console.WriteLine($"[live] step 4: got {bytes.Length}-byte datagram from {from}, " +
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$"decode={decoded.Error}, flags={decoded.Packet?.Header.Flags}, " +
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$"seq={decoded.Packet?.Header.Sequence}");
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if (decoded.IsOk)
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{
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successfullyDecoded++;
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foreach (var frag in decoded.Packet!.Fragments)
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{
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var completeBody = assembler.Ingest(frag, out _);
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if (completeBody is not null && completeBody.Length >= 4)
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{
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uint opcode = BinaryPrimitives.ReadUInt32LittleEndian(completeBody);
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seenOpcodes.Add(opcode);
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string name = opcode switch
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{
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0xF658 => "CharacterList",
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0xF7E1 => "ServerName",
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0xF7E5 => "DDDInterrogation",
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_ => "unknown",
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};
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Console.WriteLine($"[live] GameMessage assembled: opcode=0x{opcode:X8} ({name}), " +
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$"body={completeBody.Length} bytes");
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}
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}
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}
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else if (decoded.Error == PacketCodec.DecodeError.ChecksumMismatch)
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checksumFailures++;
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}
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Console.WriteLine($"[live] step 4 summary: {postHandshakePackets} packets received, " +
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$"{successfullyDecoded} decoded OK, {checksumFailures} checksum failures, " +
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$"{seenOpcodes.Count} GameMessages assembled");
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// The contract of Phase 4.6e is "server accepted our ConnectResponse
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// and started streaming". Any post-handshake traffic at all proves
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// step 3 worked. Successful decoding proves ISAAC is correct.
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Assert.True(postHandshakePackets > 0,
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"Server did not send any post-handshake packets — ConnectResponse rejected?");
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// ISAAC correctness is the stretch goal. Log but don't assert yet —
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// if our ISAAC matches ACE's, successfullyDecoded > 0. If there's
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// a seed-direction mismatch or a CRC math bug this will be 0 and
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// we'll see checksumFailures > 0.
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}
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[Fact]
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public void Live_CharacterEnterWorld_ReceivesCreateObjectFlood()
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{
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if (Environment.GetEnvironmentVariable("ACDREAM_LIVE") != "1")
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return;
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var host = Environment.GetEnvironmentVariable("ACDREAM_TEST_HOST") ?? "127.0.0.1";
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var portStr = Environment.GetEnvironmentVariable("ACDREAM_TEST_PORT") ?? "9000";
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var user = Environment.GetEnvironmentVariable("ACDREAM_TEST_USER")!;
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var pass = Environment.GetEnvironmentVariable("ACDREAM_TEST_PASS")!;
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int loginPort = int.Parse(portStr);
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var loginEndpoint = new IPEndPoint(IPAddress.Parse(host), loginPort);
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var connectEndpoint = new IPEndPoint(IPAddress.Parse(host), loginPort + 1);
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using var net = new NetClient(loginEndpoint);
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// ---- Step 1-3: complete the handshake (copied from the prior test,
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// factored into a helper would be nice but inline is clearer here). ----
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uint timestamp = (uint)DateTimeOffset.UtcNow.ToUnixTimeSeconds();
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byte[] loginPayload = LoginRequest.Build(user, pass, timestamp);
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var loginHeader = new PacketHeader { Flags = PacketHeaderFlags.LoginRequest };
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net.Send(PacketCodec.Encode(loginHeader, loginPayload, null));
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Console.WriteLine("[live] step 1: LoginRequest sent");
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Packet? cr = null;
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var d1 = DateTime.UtcNow + TimeSpan.FromSeconds(5);
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while (DateTime.UtcNow < d1)
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{
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var b = net.Receive(d1 - DateTime.UtcNow, out _);
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if (b is null) break;
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var dec = PacketCodec.TryDecode(b, null);
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if (dec.IsOk && dec.Packet!.Header.HasFlag(PacketHeaderFlags.ConnectRequest))
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{ cr = dec.Packet; break; }
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}
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Assert.NotNull(cr);
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var opt = cr!.Optional;
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Console.WriteLine($"[live] step 2: ConnectRequest received (cookie=0x{opt.ConnectRequestCookie:X16} clientId=0x{opt.ConnectRequestClientId:X8})");
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byte[] crBody = new byte[8];
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BinaryPrimitives.WriteUInt64LittleEndian(crBody, opt.ConnectRequestCookie);
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var crHeader = new PacketHeader { Sequence = 1, Flags = PacketHeaderFlags.ConnectResponse, Id = 0 };
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Thread.Sleep(200); // ACE handshake race delay
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net.Send(connectEndpoint, PacketCodec.Encode(crHeader, crBody, null));
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Console.WriteLine("[live] step 3: ConnectResponse sent to 9001");
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// Seed the ISAAC pair. Server seed decrypts inbound; client seed encrypts outbound.
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byte[] serverSeedBytes = new byte[4];
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BinaryPrimitives.WriteUInt32LittleEndian(serverSeedBytes, opt.ConnectRequestServerSeed);
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byte[] clientSeedBytes = new byte[4];
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BinaryPrimitives.WriteUInt32LittleEndian(clientSeedBytes, opt.ConnectRequestClientSeed);
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var inboundIsaac = new IsaacRandom(serverSeedBytes);
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var outboundIsaac = new IsaacRandom(clientSeedBytes);
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ushort sessionClientId = (ushort)opt.ConnectRequestClientId;
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// Packet sequence counter. LoginRequest=0, ConnectResponse=1, next=2.
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uint clientPacketSequence = 2;
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// Fragment sequence counter. Starts at 1 per holtburger's
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// api.rs (fragment_sequence: 1, pre-increment use-then-bump).
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uint fragmentSequence = 1;
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// ---- Step 4: drain the initial CharacterList stream to find our character. ----
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var assembler = new FragmentAssembler();
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CharacterList.Parsed? charList = null;
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var d4 = DateTime.UtcNow + TimeSpan.FromSeconds(5);
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while (DateTime.UtcNow < d4 && charList is null)
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{
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var b = net.Receive(d4 - DateTime.UtcNow, out _);
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if (b is null) break;
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var dec = PacketCodec.TryDecode(b, inboundIsaac);
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if (!dec.IsOk) continue;
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foreach (var frag in dec.Packet!.Fragments)
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{
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var body = assembler.Ingest(frag, out _);
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if (body is null || body.Length < 4) continue;
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uint op = BinaryPrimitives.ReadUInt32LittleEndian(body);
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if (op == CharacterList.Opcode)
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{
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charList = CharacterList.Parse(body);
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Console.WriteLine($"[live] step 4: CharacterList received " +
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$"account={charList.AccountName} count={charList.Characters.Count}");
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foreach (var c in charList.Characters)
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Console.WriteLine($"[live] character: id=0x{c.Id:X8} name={c.Name}");
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}
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}
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}
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Assert.NotNull(charList);
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Assert.NotEmpty(charList!.Characters);
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var chosen = charList.Characters[0];
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Console.WriteLine($"[live] choosing character: 0x{chosen.Id:X8} {chosen.Name}");
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// ---- Step 5: send CharacterEnterWorldRequest (UIQueue, encrypted checksum) ----
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void SendGameMessage(byte[] gameMessageBody, string label)
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{
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var fragment = GameMessageFragment.BuildSingleFragment(
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fragmentSequence++, GameMessageGroup.UIQueue, gameMessageBody);
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byte[] packetBody = GameMessageFragment.Serialize(fragment);
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var header = new PacketHeader
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{
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Sequence = clientPacketSequence++,
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Flags = PacketHeaderFlags.BlobFragments | PacketHeaderFlags.EncryptedChecksum,
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Id = sessionClientId,
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};
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byte[] datagram = PacketCodec.Encode(header, packetBody, outboundIsaac);
|
|
net.Send(datagram);
|
|
Console.WriteLine($"[live] sent {label}: packet.seq={header.Sequence} " +
|
|
$"frag.seq={fragment.Header.Sequence} bytes={datagram.Length}");
|
|
}
|
|
|
|
SendGameMessage(CharacterEnterWorld.BuildEnterWorldRequestBody(),
|
|
"CharacterEnterWorldRequest");
|
|
|
|
// ---- Step 6: wait for CharacterEnterWorldServerReady (0xF7DF). ----
|
|
bool sawServerReady = false;
|
|
var d6 = DateTime.UtcNow + TimeSpan.FromSeconds(5);
|
|
while (DateTime.UtcNow < d6 && !sawServerReady)
|
|
{
|
|
var b = net.Receive(d6 - DateTime.UtcNow, out _);
|
|
if (b is null) break;
|
|
var dec = PacketCodec.TryDecode(b, inboundIsaac);
|
|
if (!dec.IsOk)
|
|
{
|
|
Console.WriteLine($"[live] step 6: decode error {dec.Error}");
|
|
continue;
|
|
}
|
|
foreach (var frag in dec.Packet!.Fragments)
|
|
{
|
|
var body = assembler.Ingest(frag, out _);
|
|
if (body is null || body.Length < 4) continue;
|
|
uint op = BinaryPrimitives.ReadUInt32LittleEndian(body);
|
|
Console.WriteLine($"[live] step 6: got GameMessage opcode=0x{op:X8}");
|
|
if (op == 0xF7DFu)
|
|
{
|
|
sawServerReady = true;
|
|
Console.WriteLine("[live] step 6: CharacterEnterWorldServerReady received");
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
Assert.True(sawServerReady, "Server did not send CharacterEnterWorldServerReady");
|
|
|
|
// ---- Step 7: send CharacterEnterWorld with the chosen GUID. ----
|
|
SendGameMessage(
|
|
CharacterEnterWorld.BuildEnterWorldBody(chosen.Id, user),
|
|
$"CharacterEnterWorld(guid=0x{chosen.Id:X8})");
|
|
|
|
// ---- Step 8: receive the CreateObject flood. ----
|
|
int totalMessages = 0;
|
|
int createObjectCount = 0;
|
|
var seenOpcodes = new HashSet<uint>();
|
|
var d8 = DateTime.UtcNow + TimeSpan.FromSeconds(10);
|
|
while (DateTime.UtcNow < d8)
|
|
{
|
|
var b = net.Receive(d8 - DateTime.UtcNow, out _);
|
|
if (b is null) break;
|
|
var dec = PacketCodec.TryDecode(b, inboundIsaac);
|
|
if (!dec.IsOk)
|
|
{
|
|
Console.WriteLine($"[live] step 8: decode error {dec.Error} on {b.Length}-byte packet");
|
|
continue;
|
|
}
|
|
foreach (var frag in dec.Packet!.Fragments)
|
|
{
|
|
var body = assembler.Ingest(frag, out _);
|
|
if (body is null || body.Length < 4) continue;
|
|
uint op = BinaryPrimitives.ReadUInt32LittleEndian(body);
|
|
seenOpcodes.Add(op);
|
|
totalMessages++;
|
|
if (op == 0xF745u) // CreateObject
|
|
createObjectCount++;
|
|
}
|
|
}
|
|
|
|
Console.WriteLine($"[live] step 8 summary: {totalMessages} GameMessages assembled, " +
|
|
$"{createObjectCount} CreateObject");
|
|
Console.WriteLine("[live] unique opcodes seen: " +
|
|
string.Join(", ", seenOpcodes.Select(o => $"0x{o:X8}")));
|
|
|
|
// MILESTONE: if we got at least one CreateObject, the server considers
|
|
// us logged into the world. That's the Phase 4.7 win condition.
|
|
Assert.True(createObjectCount > 0,
|
|
$"Expected at least one CreateObject message post-login, got {createObjectCount}");
|
|
}
|
|
}
|