acdream/tests/AcDream.Runtime.Tests/Gameplay/RuntimeFellowshipStateTests.cs
Erik ded23067aa fix(net,runtime): FA2 fix-round SHOULD-FIX -- fellowship mechanism parity, lookup reuse, router test, checkpoint defaults
Remaining SHOULD-FIX findings from the FA2 mechanism/blast reviews:

Mechanism SF-3/SF-4 -- RuntimeFellowshipState.ApplyUpdateFellow now ports
Fellowship::RecalculateEvenXPSplitting @0x005B92E0 (called from retail's
AddFellow/UpdateFellow/RemoveFellow on every upsert/removal, but never
from a full update -- that carries the server's own authoritative flag
verbatim, lane B 6.2) and Fellowship::AddFellow @0x005B9480's
locked/departed admission gate (a brand-new guid is refused while
_locked unless it appears in the 0x02BE field-8 _fellows_departed table
within 900s, @0x005B94A5). ApplyFullUpdate now stores update.Departed
instead of discarding it. A TimeProvider dependency (defaulting to
TimeProvider.System, matching the RuntimeCharacterOptionsState precedent)
makes the 900s grace window testable.

Mechanism SF-5 -- RuntimeAllegianceState's TryGetMember/TryGetPatron/
GetVassals now reuse ClientCommandResponses.AllegianceProfileLookups
(promoted private -> internal, AcDream.Runtime added to Core.Net's
InternalsVisibleTo) instead of re-implementing the retail walk a second
time.

Mechanism SF-6 -- RuntimeStateCheckpoint's Fellowship/Allegiance
parameters are no longer trailing-optional. `default(RuntimeFellowshipSnapshot)`/
`default(RuntimeAllegianceSnapshot)` zero-init Name/AllegianceName to
null, and C# does not allow a non-constant `new(...)` as an optional
parameter's default value (CS1736) even when the struct declares an
explicit parameterless constructor -- so the only way to guarantee a
non-null default was to make the parameters required. Both snapshot types
still gained an explicit parameterless constructor for callers that want
an empty-but-safe `new()`.

Blast SF-4 -- LiveSessionEventRouterTests gains
FellowshipQuit_RoutesSelfGuidToClearAndOtherGuidToRemove, wiring real
RuntimeFellowshipState/RuntimeAllegianceState owners through the one
production registration site and dispatching a real 0x00A3 envelope for
both a self-quit and an other-quit -- the one non-trivial lambda in the
slice (the self-guid source that decides "remove one member" vs "clear
the whole snapshot") was previously untested; every other router test
defaults Fellowship/Allegiance to null.

Blast SF-5 -- RuntimeFellowshipState.ResetSession dropped its disposed
guard to match the precedent its own doc comment names
(RuntimeInventoryState.ResetExternalContainer,
RuntimeCommunicationState.ResetNegotiatedChannels -- both bare delegations
with no disposal guard); the reset transaction is retryable and disposal
is terminal, so a throwing guard could never converge on retry.
RuntimeAllegianceState.ResetSession (new this fix round) matches the same
shape from the start.

Blast SF-7 -- IRuntimeAllegianceView.GetVassals' per-call List<> allocation
is now documented as an intentional exception to the file's "Snapshot +
TryGet*, no allocation" view convention (C# cannot yield-return from
inside a lock).

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
2026-08-12 02:17:56 +02:00

493 lines
18 KiB
C#

using AcDream.Core.Net.Messages;
using AcDream.Runtime.Gameplay;
namespace AcDream.Runtime.Tests.Gameplay;
/// <summary>
/// Campaign FA slice FA2 (2026-08-12): lifecycle rules for
/// <see cref="RuntimeFellowshipState"/> — full-update assembly, incremental
/// upsert, self-vs-other quit/dismiss removal, disband clear, revision
/// monotonicity, and ownership convergence.
/// </summary>
public sealed class RuntimeFellowshipStateTests
{
private const uint SelfGuid = 0x50000001u;
private const uint LeaderGuid = 0x50000002u;
private const uint OtherGuid = 0x50000003u;
private static GameEvents.FellowMember Member(
uint guid,
string name = "Fellow",
uint currentHealth = 100u,
uint shareLoot = 0u) =>
new(
guid,
CpCache: 0u,
LumCache: 0u,
Level: 10u,
MaxHealth: 100u,
MaxStamina: 100u,
MaxMana: 100u,
CurrentHealth: currentHealth,
CurrentStamina: 100u,
CurrentMana: 100u,
ShareLoot: shareLoot,
Name: name);
private static GameEvents.FellowshipFullUpdate FullUpdate(
params GameEvents.FellowMember[] members) =>
new(
members,
Name: "The Fellows",
LeaderGuid: LeaderGuid,
ShareXp: true,
EvenXpSplit: false,
OpenFellow: true,
Locked: false,
Departed: []);
[Fact]
public void ApplyFullUpdate_ReplacesTheWholeRosterAndFlags()
{
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(FullUpdate(
Member(SelfGuid, "Self"),
Member(LeaderGuid, "Leader"),
Member(OtherGuid, "Other")));
RuntimeFellowshipSnapshot snapshot = state.View.Snapshot;
Assert.True(snapshot.IsInFellowship);
Assert.Equal("The Fellows", snapshot.Name);
Assert.Equal(LeaderGuid, snapshot.LeaderGuid);
Assert.True(snapshot.ShareXp);
Assert.False(snapshot.EvenXpSplit);
Assert.True(snapshot.IsOpen);
Assert.False(snapshot.Locked);
Assert.Equal(3, snapshot.MemberCount);
Assert.True(state.View.TryGetMember(OtherGuid, out RuntimeFellowMemberSnapshot other));
Assert.Equal("Other", other.Name);
// A SECOND full update REPLACES, not merges — the departed member
// must disappear.
state.ApplyFullUpdate(FullUpdate(Member(SelfGuid, "Self")));
Assert.Equal(1, state.View.Snapshot.MemberCount);
Assert.False(state.View.TryGetMember(OtherGuid, out _));
}
[Fact]
public void ApplyUpdateFellow_UpsertsExactlyOneMemberByGuid()
{
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(FullUpdate(
Member(SelfGuid, "Self", currentHealth: 100u),
Member(LeaderGuid, "Leader")));
state.ApplyUpdateFellow(new GameEvents.FellowshipUpdateFellow(
SelfGuid,
Member(SelfGuid, "Self", currentHealth: 42u),
UpdateType: 3u));
Assert.True(state.View.TryGetMember(SelfGuid, out RuntimeFellowMemberSnapshot self));
Assert.Equal(42u, self.CurrentHealth);
// The other member is untouched.
Assert.True(state.View.TryGetMember(LeaderGuid, out RuntimeFellowMemberSnapshot leader));
Assert.Equal("Leader", leader.Name);
Assert.Equal(2, state.View.Snapshot.MemberCount);
}
[Fact]
public void ApplyUpdateFellow_BeforeAnyFullUpdate_IsANoOp()
{
var state = new RuntimeFellowshipState();
long before = state.View.Snapshot.Revision;
state.ApplyUpdateFellow(new GameEvents.FellowshipUpdateFellow(
SelfGuid, Member(SelfGuid), UpdateType: 1u));
Assert.Equal(before, state.View.Snapshot.Revision);
Assert.False(state.View.Snapshot.IsInFellowship);
}
[Theory]
[InlineData(false)] // Quit
[InlineData(true)] // Dismiss
public void SelfRemoval_ClearsTheWholeSnapshot(bool viaDismiss)
{
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(FullUpdate(
Member(SelfGuid),
Member(LeaderGuid),
Member(OtherGuid)));
if (viaDismiss)
state.ApplyDismiss(SelfGuid, SelfGuid);
else
state.ApplyQuit(SelfGuid, SelfGuid);
RuntimeFellowshipSnapshot snapshot = state.View.Snapshot;
Assert.False(snapshot.IsInFellowship);
Assert.Equal(0, snapshot.MemberCount);
Assert.Equal(string.Empty, snapshot.Name);
Assert.Equal(0u, snapshot.LeaderGuid);
}
[Theory]
[InlineData(false)] // Quit
[InlineData(true)] // Dismiss
public void OtherMemberRemoval_RemovesOnlyThatMember(bool viaDismiss)
{
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(FullUpdate(
Member(SelfGuid),
Member(LeaderGuid),
Member(OtherGuid)));
if (viaDismiss)
state.ApplyDismiss(OtherGuid, SelfGuid);
else
state.ApplyQuit(OtherGuid, SelfGuid);
RuntimeFellowshipSnapshot snapshot = state.View.Snapshot;
Assert.True(snapshot.IsInFellowship);
Assert.Equal(2, snapshot.MemberCount);
Assert.False(state.View.TryGetMember(OtherGuid, out _));
Assert.True(state.View.TryGetMember(SelfGuid, out _));
}
[Fact]
public void ApplyDisband_AlwaysClears()
{
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(FullUpdate(Member(SelfGuid), Member(LeaderGuid)));
state.ApplyDisband();
Assert.False(state.View.Snapshot.IsInFellowship);
Assert.Equal(0, state.View.Snapshot.MemberCount);
}
[Fact]
public void RequiresLeaderHandoffBeforeQuit_OnlyWhenSelfIsLeaderAndNotDisbanding()
{
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(FullUpdate(
Member(SelfGuid),
Member(LeaderGuid),
Member(OtherGuid)));
// Not the leader (SelfGuid isn't the leader here) — no handoff.
Assert.False(state.RequiresLeaderHandoffBeforeQuit(SelfGuid, disband: false, out _));
// The leader disbanding — no handoff needed (the fellowship dissolves).
Assert.False(state.RequiresLeaderHandoffBeforeQuit(LeaderGuid, disband: true, out _));
// The leader quitting WITHOUT disbanding — hand off to a non-leader fellow.
Assert.True(state.RequiresLeaderHandoffBeforeQuit(LeaderGuid, disband: false, out uint newLeader));
Assert.NotEqual(LeaderGuid, newLeader);
Assert.True(newLeader is SelfGuid or OtherGuid);
// Sole member (no one else to hand off to) — no handoff, even as leader.
var solo = new RuntimeFellowshipState();
solo.ApplyFullUpdate(new GameEvents.FellowshipFullUpdate(
[Member(LeaderGuid)],
"Solo",
LeaderGuid,
ShareXp: false,
EvenXpSplit: false,
OpenFellow: false,
Locked: false,
Departed: []));
Assert.False(solo.RequiresLeaderHandoffBeforeQuit(LeaderGuid, disband: false, out _));
}
[Fact]
public void Revision_IsMonotonicAcrossEveryMutationKind()
{
var state = new RuntimeFellowshipState();
long r0 = state.View.Snapshot.Revision;
state.ApplyFullUpdate(FullUpdate(Member(SelfGuid), Member(LeaderGuid)));
long r1 = state.View.Snapshot.Revision;
Assert.True(r1 > r0);
state.ApplyUpdateFellow(new GameEvents.FellowshipUpdateFellow(
SelfGuid, Member(SelfGuid, currentHealth: 1u), UpdateType: 3u));
long r2 = state.View.Snapshot.Revision;
Assert.True(r2 > r1);
state.ApplyQuit(LeaderGuid, SelfGuid);
long r3 = state.View.Snapshot.Revision;
Assert.True(r3 > r2);
state.ApplyDisband();
long r4 = state.View.Snapshot.Revision;
Assert.True(r4 > r3);
}
[Fact]
public void ShareLoot_ReadsTheRawWireBitAsNonZero_NeverEqualsOne()
{
// D5 (lane B §4.1): ACE encodes ShareLoot two mutually-inconsistent
// ways (0x10 full update, <<1 incremental) — the only safe read is
// != 0.
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(FullUpdate(Member(SelfGuid, shareLoot: 0x10u)));
Assert.True(state.View.TryGetMember(SelfGuid, out RuntimeFellowMemberSnapshot member));
Assert.True(member.ShareLoot);
}
[Fact]
public void CaptureOwnership_ConvergesOnlyAfterDisposeAndEmptyRoster()
{
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(FullUpdate(Member(SelfGuid), Member(LeaderGuid)));
Assert.False(state.CaptureOwnership().IsConverged);
state.Dispose();
RuntimeFellowshipOwnershipSnapshot retired = state.CaptureOwnership();
Assert.True(retired.IsConverged);
Assert.True(retired.IsDisposed);
Assert.False(retired.IsInFellowship);
Assert.Equal(0, retired.MemberCount);
}
[Fact]
public void ResetSession_ClearsSessionScopedRoster_MatchingTheExternalContainerPrecedent()
{
// D2: fellowship is session-scoped — cleared at generation reset
// exactly like RuntimeInventoryState.ResetExternalContainer, unlike
// RuntimeAllegianceState which survives reconnect.
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(FullUpdate(Member(SelfGuid), Member(LeaderGuid)));
state.ResetSession();
RuntimeFellowshipSnapshot snapshot = state.View.Snapshot;
Assert.False(snapshot.IsInFellowship);
Assert.Equal(0, snapshot.MemberCount);
Assert.False(state.IsDisposed);
}
[Fact]
public void MutatingAfterDispose_Throws()
{
var state = new RuntimeFellowshipState();
state.Dispose();
Assert.Throws<ObjectDisposedException>(
() => state.ApplyFullUpdate(FullUpdate(Member(SelfGuid))));
Assert.Throws<ObjectDisposedException>(
() => state.ApplyQuit(SelfGuid, SelfGuid));
Assert.Throws<ObjectDisposedException>(state.ApplyDisband);
}
[Fact]
public void ResetSession_AfterDispose_IsANoOpAndDoesNotThrow()
{
// Blast SHOULD-FIX 5: ResetSession has NO disposed guard, matching
// the precedent its own doc comment cites
// (RuntimeInventoryState.ResetExternalContainer,
// RuntimeCommunicationState.ResetNegotiatedChannels — both bare
// delegations with no disposal guard). The reset transaction is
// retryable and disposal is terminal; a throwing guard could never
// converge on retry.
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(FullUpdate(Member(SelfGuid)));
state.Dispose();
Exception? thrown = Record.Exception(state.ResetSession);
Assert.Null(thrown);
Assert.False(state.View.Snapshot.IsInFellowship);
}
// ── SHOULD-FIX 3 (mechanism review): RecalculateEvenXPSplitting ────────
[Theory]
[InlineData(10u, 10u, true)] // within +/-5 of the leader -> stays even
[InlineData(10u, 20u, false)] // 10 spread, minLevel<50 -> not even
[InlineData(60u, 200u, true)] // minLevel >= 50 -> the spread check never runs, stays even
public void ApplyUpdateFellow_RecalculatesEvenXpSplit_MatchingRetailWideSpreadRule(
uint memberLevel,
uint leaderLevel,
bool expectedEvenXpSplit)
{
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(new GameEvents.FellowshipFullUpdate(
[Member(LeaderGuid)],
"The Fellows",
LeaderGuid,
ShareXp: true,
EvenXpSplit: true,
OpenFellow: true,
Locked: false,
Departed: []));
// Overwrite the leader's own level to the test's value via a
// same-guid upsert (an existing-member refresh, never gated).
state.ApplyUpdateFellow(new GameEvents.FellowshipUpdateFellow(
LeaderGuid,
Member(LeaderGuid) with { Level = leaderLevel },
UpdateType: 3u));
state.ApplyUpdateFellow(new GameEvents.FellowshipUpdateFellow(
SelfGuid,
Member(SelfGuid) with { Level = memberLevel },
UpdateType: 1u));
Assert.Equal(expectedEvenXpSplit, state.View.Snapshot.EvenXpSplit);
}
[Fact]
public void ApplyUpdateFellow_ShareXpOff_LeavesEvenXpSplitUntouched()
{
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(new GameEvents.FellowshipFullUpdate(
[Member(LeaderGuid)],
"The Fellows",
LeaderGuid,
ShareXp: false,
EvenXpSplit: true, // deliberately mismatched with ShareXp: false
OpenFellow: true,
Locked: false,
Departed: []));
state.ApplyUpdateFellow(new GameEvents.FellowshipUpdateFellow(
SelfGuid, Member(SelfGuid) with { Level = 999u }, UpdateType: 1u));
// ShareXp == false -> RecalculateEvenXPSplitting's retail body
// returns immediately, leaving the wire-supplied flag alone.
Assert.True(state.View.Snapshot.EvenXpSplit);
}
[Fact]
public void ApplyFullUpdate_NeverRecomputesEvenXpSplit_StoresTheWireFlagVerbatim()
{
// Lane B §6.2: the full update carries the server's own
// authoritative flag; ApplyFullUpdate must store it as-is even when
// the client-side recompute would disagree (leader/member levels
// far enough apart that RecalculateEvenXPSplitting would say false).
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(new GameEvents.FellowshipFullUpdate(
[
Member(LeaderGuid) with { Level = 5u },
Member(SelfGuid) with { Level = 500u },
],
"The Fellows",
LeaderGuid,
ShareXp: true,
EvenXpSplit: true, // server says even despite the huge spread
OpenFellow: true,
Locked: false,
Departed: []));
Assert.True(state.View.Snapshot.EvenXpSplit);
}
// ── SHOULD-FIX 4 (mechanism review): locked/departed admission gate ───
[Fact]
public void ApplyUpdateFellow_LockedFellowship_RefusesABrandNewGuidNotInDeparted()
{
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(new GameEvents.FellowshipFullUpdate(
[Member(LeaderGuid)],
"The Fellows",
LeaderGuid,
ShareXp: false,
EvenXpSplit: false,
OpenFellow: false,
Locked: true,
Departed: []));
long before = state.View.Snapshot.Revision;
state.ApplyUpdateFellow(new GameEvents.FellowshipUpdateFellow(
OtherGuid, Member(OtherGuid), UpdateType: 1u));
Assert.False(state.View.TryGetMember(OtherGuid, out _));
Assert.Equal(1, state.View.Snapshot.MemberCount);
Assert.Equal(before, state.View.Snapshot.Revision);
}
[Fact]
public void ApplyUpdateFellow_LockedFellowship_AdmitsAGuidThatDepartedWithinTheGraceWindow()
{
var clock = new ManualTimeProvider();
var state = new RuntimeFellowshipState(clock);
state.ApplyFullUpdate(new GameEvents.FellowshipFullUpdate(
[Member(LeaderGuid)],
"The Fellows",
LeaderGuid,
ShareXp: false,
EvenXpSplit: false,
OpenFellow: false,
Locked: true,
Departed: [new GameEvents.FellowshipDepartedMember(
OtherGuid, (int)clock.GetUtcNow().ToUnixTimeSeconds())]));
clock.Advance(TimeSpan.FromSeconds(899));
state.ApplyUpdateFellow(new GameEvents.FellowshipUpdateFellow(
OtherGuid, Member(OtherGuid), UpdateType: 1u));
Assert.True(state.View.TryGetMember(OtherGuid, out _));
Assert.Equal(2, state.View.Snapshot.MemberCount);
}
[Fact]
public void ApplyUpdateFellow_LockedFellowship_RefusesAGuidThatDepartedOutsideTheGraceWindow()
{
var clock = new ManualTimeProvider();
var state = new RuntimeFellowshipState(clock);
state.ApplyFullUpdate(new GameEvents.FellowshipFullUpdate(
[Member(LeaderGuid)],
"The Fellows",
LeaderGuid,
ShareXp: false,
EvenXpSplit: false,
OpenFellow: false,
Locked: true,
Departed: [new GameEvents.FellowshipDepartedMember(
OtherGuid, (int)clock.GetUtcNow().ToUnixTimeSeconds())]));
clock.Advance(TimeSpan.FromSeconds(901));
state.ApplyUpdateFellow(new GameEvents.FellowshipUpdateFellow(
OtherGuid, Member(OtherGuid), UpdateType: 1u));
Assert.False(state.View.TryGetMember(OtherGuid, out _));
Assert.Equal(1, state.View.Snapshot.MemberCount);
}
[Fact]
public void ApplyUpdateFellow_LockedFellowship_NeverGatesAnExistingMembersOwnRefresh()
{
var state = new RuntimeFellowshipState();
state.ApplyFullUpdate(new GameEvents.FellowshipFullUpdate(
[Member(LeaderGuid), Member(SelfGuid, currentHealth: 100u)],
"The Fellows",
LeaderGuid,
ShareXp: false,
EvenXpSplit: false,
OpenFellow: false,
Locked: true,
Departed: []));
state.ApplyUpdateFellow(new GameEvents.FellowshipUpdateFellow(
SelfGuid, Member(SelfGuid, currentHealth: 42u), UpdateType: 3u));
Assert.True(state.View.TryGetMember(SelfGuid, out RuntimeFellowMemberSnapshot self));
Assert.Equal(42u, self.CurrentHealth);
}
private sealed class ManualTimeProvider : TimeProvider
{
private DateTimeOffset _now = new(2026, 8, 12, 0, 0, 0, TimeSpan.Zero);
public override DateTimeOffset GetUtcNow() => _now;
public void Advance(TimeSpan elapsed) => _now += elapsed;
}
}