acdream/tests/AcDream.Core.Net.Tests/WorldSessionNetReceiveLoopResilienceTests.cs
Erik 0265cc4236 feat(net): N3 - AckNakScheduler, retail 2.0s cumulative ack replaces per-packet acks
Campaign N slice N3. Retail never acks per packet: SharedNet::EnqueuePak
@ 0x00543B10 is the binary's only AckSequence (0x4000) construction site,
gated at >= 2.0 s on ReceiverData::timeStamp_ (@ +0x10), armed at
connection birth by ReceiverData::Init @ 0x00548EF0, and arbitrated
NAK-xor-ack per sweep by ClientNet::ProcessConnection @ 0x00545450
(m_SeqIDsWeNAKed non-empty -> EnqueueNaks, else EnqueuePak;
SharedNet::EnqueueNaks @ 0x00543BD0 shares the SAME timestamp -
campaign landmine #7).

- New Transport/AckNakScheduler: owns the one shared timestamp; a
  non-empty NAK set suppresses the ack (N4 emits RequestRetransmit in
  that branch; in N3 it emits nothing - a documented transitional state,
  safe for exactly one slice on loopback), else ONE cleartext exact-flags
  AckSequence carrying the tracker's HighestIdReceived, header sequence
  borrowed from HighestIdSent without incrementing, 4-byte LE body.
  Flags are an EQUALITY, never an OR (landmine #5 - ACE's dedup
  exemption NetworkSession.cs:342-343 and watermark-skip :474-476 both
  require the exact value).
- ReliableTransport.Sweep pump order per FlowQueue::Empty @ 0x00548A20:
  interval clock, NAK/ack arbitration, pending resends, prune. The sweep
  already runs in Tick and both handshake pump loops (landmine #8), so
  cumulative acks flow during the character-list/enter-world floods at
  ACE's own ~2 s cadence.
- WorldSession: the Phase 4.9 per-packet reflex ack in ProcessDatagram
  and SendAck are DELETED; the [net-tick] acks/s probe now reads
  Stats.AcksSent; new internal TransportClockSource seam drives the
  2.0 s gate on virtual time in the conformance suite.
- N1 Fable-review advisory retired (Time-stamp fold-in): fresh reliable
  sends now stamp Header.Time = the current interval id, matching retail
  FlowQueue::TransmitNewPackets @ 0x00547A60 (header build at
  0x00547A84); resends already re-stamped. ACE never reads inbound
  Header.Time, so the wire stays compatible.

Tests: 723 Core.Net (7 new) - gate cadence + watermark-at-emission,
flags-equality pin + model acceptance at the reused sequence without a
watermark advance, NAK suppression and resume after the gap clears, a
50-packet CreateObject flood collapsing to ONE ack, the quiet-session
keepalive property across a 120 s virtual horizon (the reflex ack's
keepalive role, replaced and proven against ACE's 60 s TimeoutDeadline),
the Time fold-in, and a full FakeAceTransport lifecycle with zero
CRC/state/duplicate drops. Full solution Release: 9,744 passed /
5 skipped / 0 failed. Connected world-lifecycle gate PASS (capped +
uncapped-reconnect, graceful exits, 0 failures); canonical nine-stop
route PASS (0 failures).

Campaign section 9 N3 row updated (complete; SHA recorded at N4
kickoff).

Co-Authored-By: Claude Sonnet 5 <noreply@anthropic.com>
2026-07-29 13:51:57 +02:00

228 lines
8.9 KiB
C#

using System.Net;
using System.Net.Sockets;
using System.Reflection;
using AcDream.Core.Net.Messages;
using AcDream.Core.Net.Packets;
namespace AcDream.Core.Net.Tests;
/// <summary>
/// 2026-07-24 audit fix: <c>WorldSession.NetReceiveLoop</c> used to wrap its
/// entire while loop in a single try/catch, so a non-timeout
/// <see cref="SocketException"/> (classically Windows delivering a delayed
/// WSAECONNRESET off an earlier Send's ICMP port-unreachable) exited the
/// loop for good and silently killed all inbound processing for the rest of
/// the session. These tests drive the actual private <c>NetReceiveLoop</c>
/// method — via the internal <see cref="IWorldSessionTransport"/> seam and
/// reflection, since the method has no public entry point — with a scripted
/// transport that throws a non-timeout SocketException on the first call.
/// No real sockets are involved, so the tests are deterministic.
/// </summary>
public sealed class WorldSessionNetReceiveLoopResilienceTests
{
[Fact]
public async Task NetReceiveLoop_NonTimeoutSocketException_LogsAndKeepsReceiving()
{
var transport = new ScriptedTransport();
var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
transport);
MethodInfo loopMethod = typeof(WorldSession).GetMethod(
"NetReceiveLoopAsync",
BindingFlags.NonPublic | BindingFlags.Instance)!;
// Deliberately does NOT redirect Console.Error: xUnit runs test
// classes in this assembly in parallel by default, and Console.Error
// is process-global mutable state, so swapping it out here could
// race with another class's concurrently running test and either
// swallow its output or restore the wrong writer. The behavioral
// assertions below (call count + queue drain) fully cover the fix
// without needing to observe the log line's exact text.
var task = (Task)loopMethod.Invoke(session, null)!;
// The scripted transport throws SocketException on call 1, returns
// one datagram on call 2, then throws ObjectDisposedException on
// call 3 to end the loop the same way a real shutdown-time
// disposal would. If the pre-fix bug were still present, the loop
// would exit after call 1 and this thread would never terminate on
// its own via the scripted ObjectDisposedException (call 3 would
// never be reached).
await task.WaitAsync(TimeSpan.FromSeconds(5));
bool exited = task.IsCompletedSuccessfully;
Assert.True(exited, "NetReceiveLoop did not exit after the scripted ObjectDisposedException — " +
"the non-timeout SocketException likely killed the loop before it reached call 3.");
// Proves the loop survived the first (non-timeout) SocketException
// and went on to make a second AND third Receive() call, instead of
// exiting after call 1 the way the pre-fix code did.
Assert.Equal(3, transport.CallCount);
// The datagram handed back on call 2 must have made it into the
// inbound queue — i.e. the loop's normal write path still runs
// after recovering from the error.
int processed = session.Tick();
Assert.Equal(1, processed);
}
/// <summary>
/// The loop + channel preserve arrival order end-to-end. Pre-N3 this
/// was asserted through the per-packet reflex acks; the AckNakScheduler
/// replaced those with one cumulative ack per 2.0 s (retail
/// <c>SharedNet::EnqueuePak @ 0x00543B10</c>), so the ordering witness
/// is now the dispatched message stream itself — and the session must
/// send NO per-packet acks at all.
/// </summary>
[Fact]
public async Task NetReceiveLoopAsync_PreservesArrivalOrder_NoReflexAcks()
{
var transport = new OrderedDatagramTransport(
BuildPacket(sequence: 41, fragmentSequence: 1, "first"),
BuildPacket(sequence: 42, fragmentSequence: 2, "second"),
BuildPacket(sequence: 43, fragmentSequence: 3, "third"));
var session = new WorldSession(
new IPEndPoint(IPAddress.Loopback, 9000),
transport);
var messages = new List<string>();
session.ServerMessageReceived += m => messages.Add(m.Message);
MethodInfo loopMethod = typeof(WorldSession).GetMethod(
"NetReceiveLoopAsync",
BindingFlags.NonPublic | BindingFlags.Instance)!;
var task = (Task)loopMethod.Invoke(session, null)!;
await task.WaitAsync(TimeSpan.FromSeconds(5));
Assert.Equal(3, session.Tick());
Assert.Equal(["first", "second", "third"], messages);
// Retail never acks per packet: nothing goes out in response to
// inbound datagrams (the cumulative ack lives on the negotiated
// transport's 2.0 s sweep, and no transport was negotiated here).
Assert.Empty(transport.Sent);
}
private static byte[] BuildPacket(
uint sequence,
uint fragmentSequence,
string text)
{
byte[] message = BuildServerMessage(text);
byte[] body = new byte[MessageFragmentHeader.Size + message.Length];
int written = GameMessageFragment.WriteSingleFragment(
body,
fragmentSequence,
GameMessageGroup.UIQueue,
message);
return PacketCodec.Encode(
new PacketHeader
{
Sequence = sequence,
Flags = PacketHeaderFlags.BlobFragments,
},
body.AsSpan(0, written),
outboundIsaac: null);
}
private static byte[] BuildServerMessage(string text)
{
var writer = new PacketWriter(64 + text.Length);
writer.WriteUInt32(ServerMessage.Opcode); // 0xF7E0
writer.WriteString16L(text);
writer.WriteUInt32(1); // ChatMessageType
return writer.ToArray();
}
private sealed class ScriptedTransport : IWorldSessionTransport
{
private int _calls;
public int CallCount => _calls;
public void Send(ReadOnlySpan<byte> datagram) { }
public void Send(IPEndPoint remote, ReadOnlySpan<byte> datagram) { }
public int Receive(
Span<byte> destination,
TimeSpan timeout,
out IPEndPoint? from)
{
from = null;
return -1;
}
public ValueTask<NetReceiveResult> ReceiveAsync(
Memory<byte> destination,
CancellationToken cancellationToken)
{
int n = Interlocked.Increment(ref _calls);
switch (n)
{
case 1:
// Simulates a non-timeout SocketException, e.g. Windows'
// WSAECONNRESET off a stale peer's ICMP port-unreachable.
throw new SocketException((int)SocketError.ConnectionReset);
case 2:
new byte[] { 0xAA, 0xBB, 0xCC, 0xDD }
.CopyTo(destination);
return ValueTask.FromResult(
new NetReceiveResult(
4,
new IPEndPoint(
IPAddress.Loopback,
9000)));
default:
// Simulates NetClient having been disposed out from
// under the loop during shutdown — the pre-existing,
// still-preserved silent-exit path.
throw new ObjectDisposedException(nameof(ScriptedTransport));
}
}
public void Dispose() { }
}
private sealed class OrderedDatagramTransport(
params byte[][] datagrams) : IWorldSessionTransport
{
private int _next;
public List<byte[]> Sent { get; } = [];
public void Send(ReadOnlySpan<byte> datagram) =>
Sent.Add(datagram.ToArray());
public void Send(
IPEndPoint remote,
ReadOnlySpan<byte> datagram) =>
Sent.Add(datagram.ToArray());
public int Receive(
Span<byte> destination,
TimeSpan timeout,
out IPEndPoint? from)
{
from = null;
return -1;
}
public ValueTask<NetReceiveResult> ReceiveAsync(
Memory<byte> destination,
CancellationToken cancellationToken)
{
int index = Interlocked.Increment(ref _next) - 1;
if (index >= datagrams.Length)
throw new ObjectDisposedException(
nameof(OrderedDatagramTransport));
byte[] source = datagrams[index];
source.CopyTo(destination);
return ValueTask.FromResult(
new NetReceiveResult(
source.Length,
new IPEndPoint(IPAddress.Loopback, 9000)));
}
public void Dispose() { }
}
}