acdream/tests/AcDream.Core.Net.Tests/Messages/CharacterListTests.cs
Erik 94da385ff4 feat(net): acdream enters the world — CharacterList parsed + CharacterEnterWorld sent + 68 CreateObject received (Phase 4.7)
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>
2026-04-11 15:14:31 +02:00

87 lines
2.9 KiB
C#

using System.Buffers.Binary;
using AcDream.Core.Net.Messages;
using AcDream.Core.Net.Packets;
namespace AcDream.Core.Net.Tests.Messages;
public class CharacterListTests
{
[Fact]
public void Parse_SingleCharacter_ExtractsGuidAndName()
{
// Hand-assemble a CharacterList body matching ACE's writer format:
// u32 opcode, u32 0, u32 count=1,
// u32 guid, String16L name, u32 deleteDelta,
// u32 0, u32 slotCount, String16L accountName,
// u32 useTurbineChat, u32 hasToD
var w = new PacketWriter(128);
w.WriteUInt32(CharacterList.Opcode);
w.WriteUInt32(0);
w.WriteUInt32(1); // count
w.WriteUInt32(0x50000001u);
w.WriteString16L("+Acdream");
w.WriteUInt32(0); // deleteDelta
w.WriteUInt32(0);
w.WriteUInt32(11); // slotCount
w.WriteString16L("testaccount");
w.WriteUInt32(1); // useTurbineChat
w.WriteUInt32(1); // hasToD
var parsed = CharacterList.Parse(w.ToArray());
Assert.Single(parsed.Characters);
Assert.Equal(0x50000001u, parsed.Characters[0].Id);
Assert.Equal("+Acdream", parsed.Characters[0].Name);
Assert.Equal(0u, parsed.Characters[0].DeleteTimeDelta);
Assert.Equal(11u, parsed.SlotCount);
Assert.Equal("testaccount", parsed.AccountName);
Assert.True(parsed.UseTurbineChat);
Assert.True(parsed.HasThroneOfDestiny);
}
[Fact]
public void Parse_MultipleCharacters_PreservesOrder()
{
var w = new PacketWriter(128);
w.WriteUInt32(CharacterList.Opcode);
w.WriteUInt32(0);
w.WriteUInt32(3); // count
w.WriteUInt32(0x50000001u);
w.WriteString16L("Alice");
w.WriteUInt32(0);
w.WriteUInt32(0x50000002u);
w.WriteString16L("Bob");
w.WriteUInt32(0);
w.WriteUInt32(0x50000003u);
w.WriteString16L("Carol");
w.WriteUInt32(0);
w.WriteUInt32(0);
w.WriteUInt32(11);
w.WriteString16L("acct");
w.WriteUInt32(0);
w.WriteUInt32(1);
var parsed = CharacterList.Parse(w.ToArray());
Assert.Equal(3, parsed.Characters.Count);
Assert.Equal("Alice", parsed.Characters[0].Name);
Assert.Equal("Bob", parsed.Characters[1].Name);
Assert.Equal("Carol", parsed.Characters[2].Name);
}
[Fact]
public void Parse_WrongOpcode_Throws()
{
byte[] bytes = new byte[4];
BinaryPrimitives.WriteUInt32LittleEndian(bytes, 0xDEADBEEFu);
Assert.Throws<FormatException>(() => CharacterList.Parse(bytes));
}
[Fact]
public void Parse_Truncated_Throws()
{
byte[] bytes = new byte[8]; // just opcode + first zero, missing count
BinaryPrimitives.WriteUInt32LittleEndian(bytes, CharacterList.Opcode);
Assert.Throws<FormatException>(() => CharacterList.Parse(bytes));
}
}