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>
289 lines
11 KiB
C#
289 lines
11 KiB
C#
using AcDream.Core.Net.Messages;
|
|
using AcDream.Headless.Hosting;
|
|
using AcDream.Runtime;
|
|
using AcDream.Runtime.Gameplay;
|
|
|
|
namespace AcDream.Headless.Tests;
|
|
|
|
/// <summary>
|
|
/// Campaign OP slice OP7 (2026-08-11), D8: the declared-vs-actual diff engine
|
|
/// (<see cref="HeadlessCharacterOptionsSeeder"/>) unit-tested against a fake
|
|
/// <see cref="IRuntimeCharacterCommands"/> so these tests never need a live
|
|
/// session, a wire, or a physics/collision fixture — only a bare
|
|
/// <see cref="GameRuntime"/> for its <c>CharacterOwner.Options</c> state and
|
|
/// <c>Generation</c> token. <see cref="RuntimeCharacterOptionsState.Replace"/>
|
|
/// stands in for "a PlayerDescription just landed" exactly like
|
|
/// <c>LiveSessionEventRouter</c>'s own <c>onCharacterOptions</c> wiring does.
|
|
/// </summary>
|
|
public sealed class HeadlessCharacterOptionsSeederTests
|
|
{
|
|
// AutoRepeatAttack (0x00, Options1 0x00000002) is auto-save — sends
|
|
// SetSingleOption (0x0005) immediately, per CharacterOptionTable.
|
|
// IgnoreTradeRequests (0x03, Options1 0x00020000) is batched — dirties
|
|
// the module; only SaveOptions flushes it. Both are exercised by name
|
|
// throughout this file's tests.
|
|
private const uint AutoSaveMask = 0x00000002u;
|
|
|
|
[Fact]
|
|
public void DeclaredEqualsActualSendsNothing()
|
|
{
|
|
using GameRuntime runtime = NewRuntime();
|
|
runtime.CharacterOwner.Options.Replace(0u, 0u);
|
|
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
|
|
var seeder = new HeadlessCharacterOptionsSeeder(
|
|
new Dictionary<CharacterOptionId, bool>
|
|
{
|
|
[CharacterOptionId.AutoRepeatAttack] = false,
|
|
},
|
|
runtime,
|
|
commands);
|
|
|
|
seeder.NoteLoginCompleteSent();
|
|
seeder.NoteOptionsSeeded();
|
|
|
|
Assert.Empty(commands.CallOrder);
|
|
}
|
|
|
|
[Fact]
|
|
public void AutoSaveDifferenceSendsExactlyOneSetSingleOption()
|
|
{
|
|
using GameRuntime runtime = NewRuntime();
|
|
runtime.CharacterOwner.Options.Replace(0u, 0u);
|
|
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
|
|
var seeder = new HeadlessCharacterOptionsSeeder(
|
|
new Dictionary<CharacterOptionId, bool>
|
|
{
|
|
[CharacterOptionId.AutoRepeatAttack] = true,
|
|
},
|
|
runtime,
|
|
commands);
|
|
|
|
seeder.NoteLoginCompleteSent();
|
|
seeder.NoteOptionsSeeded();
|
|
|
|
var call = Assert.Single(commands.SingleOptionCalls);
|
|
Assert.Equal((uint)CharacterOptionId.AutoRepeatAttack, call.OptionId);
|
|
Assert.True(call.Value);
|
|
Assert.Equal(0, commands.SaveOptionsCallCount);
|
|
Assert.Equal(["set:0"], commands.CallOrder);
|
|
}
|
|
|
|
[Fact]
|
|
public void BatchedDifferenceSendsSetSingleOptionThenExactlyOneSaveOptionsAtTheEnd()
|
|
{
|
|
using GameRuntime runtime = NewRuntime();
|
|
runtime.CharacterOwner.Options.Replace(0u, 0u);
|
|
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
|
|
var seeder = new HeadlessCharacterOptionsSeeder(
|
|
new Dictionary<CharacterOptionId, bool>
|
|
{
|
|
[CharacterOptionId.IgnoreTradeRequests] = true,
|
|
},
|
|
runtime,
|
|
commands);
|
|
|
|
seeder.NoteLoginCompleteSent();
|
|
seeder.NoteOptionsSeeded();
|
|
|
|
var call = Assert.Single(commands.SingleOptionCalls);
|
|
Assert.Equal((uint)CharacterOptionId.IgnoreTradeRequests, call.OptionId);
|
|
Assert.True(call.Value);
|
|
Assert.Equal(1, commands.SaveOptionsCallCount);
|
|
Assert.Equal(["set:3", "save"], commands.CallOrder);
|
|
}
|
|
|
|
[Fact]
|
|
public void MixedDeclarationOrdersAllSetsBeforeTheSingleFlush()
|
|
{
|
|
using GameRuntime runtime = NewRuntime();
|
|
runtime.CharacterOwner.Options.Replace(0u, 0u);
|
|
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
|
|
var seeder = new HeadlessCharacterOptionsSeeder(
|
|
new Dictionary<CharacterOptionId, bool>
|
|
{
|
|
// Declared out of id order on purpose — the seeder sorts
|
|
// id-ascending internally, so the batched id (0x03) is
|
|
// expected AFTER the auto-save id (0x00) regardless of
|
|
// declaration order, with the flush always last.
|
|
[CharacterOptionId.IgnoreTradeRequests] = true,
|
|
[CharacterOptionId.AutoRepeatAttack] = true,
|
|
},
|
|
runtime,
|
|
commands);
|
|
|
|
seeder.NoteLoginCompleteSent();
|
|
seeder.NoteOptionsSeeded();
|
|
|
|
Assert.Equal(2, commands.SingleOptionCalls.Count);
|
|
Assert.Equal(1, commands.SaveOptionsCallCount);
|
|
Assert.Equal(["set:0", "set:3", "save"], commands.CallOrder);
|
|
}
|
|
|
|
[Fact]
|
|
public void NeitherPreconditionAloneSendsAnything()
|
|
{
|
|
using GameRuntime runtime = NewRuntime();
|
|
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
|
|
var seeder = new HeadlessCharacterOptionsSeeder(
|
|
new Dictionary<CharacterOptionId, bool>
|
|
{
|
|
[CharacterOptionId.AutoRepeatAttack] = true,
|
|
},
|
|
runtime,
|
|
commands);
|
|
|
|
// Login-complete alone: HasServerSeed is still false (no Replace
|
|
// ever ran), so the diff cannot trust live state yet.
|
|
seeder.NoteLoginCompleteSent();
|
|
Assert.Empty(commands.CallOrder);
|
|
|
|
// Now the seed lands — both preconditions are satisfied and the
|
|
// deferred diff runs from THIS call.
|
|
runtime.CharacterOwner.Options.Replace(0u, 0u);
|
|
seeder.NoteOptionsSeeded();
|
|
|
|
Assert.Single(commands.SingleOptionCalls);
|
|
}
|
|
|
|
[Fact]
|
|
public void OptionsSeededBeforeLoginCompleteDefersUntilLoginCompleteArrives()
|
|
{
|
|
using GameRuntime runtime = NewRuntime();
|
|
runtime.CharacterOwner.Options.Replace(0u, 0u);
|
|
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
|
|
var seeder = new HeadlessCharacterOptionsSeeder(
|
|
new Dictionary<CharacterOptionId, bool>
|
|
{
|
|
[CharacterOptionId.AutoRepeatAttack] = true,
|
|
},
|
|
runtime,
|
|
commands);
|
|
|
|
seeder.NoteOptionsSeeded();
|
|
Assert.Empty(commands.CallOrder);
|
|
|
|
seeder.NoteLoginCompleteSent();
|
|
Assert.Single(commands.SingleOptionCalls);
|
|
}
|
|
|
|
[Fact]
|
|
public void EmptyDeclarationNeverSendsRegardlessOfBothSignals()
|
|
{
|
|
using GameRuntime runtime = NewRuntime();
|
|
runtime.CharacterOwner.Options.Replace(0xFFFFFFFFu, 0xFFFFFFFFu);
|
|
var commands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
|
|
var seeder = new HeadlessCharacterOptionsSeeder(
|
|
new Dictionary<CharacterOptionId, bool>(),
|
|
runtime,
|
|
commands);
|
|
|
|
Assert.False(seeder.HasDeclaredOptions);
|
|
seeder.NoteLoginCompleteSent();
|
|
seeder.NoteOptionsSeeded();
|
|
|
|
Assert.Empty(commands.CallOrder);
|
|
}
|
|
|
|
/// <summary>
|
|
/// D8 idempotence — the acceptance bar is "by construction", not a
|
|
/// special-cased dedupe: a fresh, second seeder instance (mirroring the
|
|
/// fresh instance <c>HeadlessSessionHost.CreateEventRoute</c> constructs
|
|
/// per reconnect) diffs against the SAME declared dictionary but against
|
|
/// live state that already reflects what the first seeder sent — the
|
|
/// second diff simply finds nothing to do.
|
|
/// </summary>
|
|
[Fact]
|
|
public void ReconnectWithSameDeclarationsAgainstServerThatNowAgreesSendsNothing()
|
|
{
|
|
using GameRuntime runtime = NewRuntime();
|
|
var declared = new Dictionary<CharacterOptionId, bool>
|
|
{
|
|
[CharacterOptionId.AutoRepeatAttack] = true,
|
|
};
|
|
|
|
// First connect: server has the option OFF; the bot's declared
|
|
// value differs, so it sends once.
|
|
runtime.CharacterOwner.Options.Replace(0u, 0u);
|
|
var firstCommands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
|
|
var firstSeeder = new HeadlessCharacterOptionsSeeder(
|
|
declared, runtime, firstCommands);
|
|
firstSeeder.NoteLoginCompleteSent();
|
|
firstSeeder.NoteOptionsSeeded();
|
|
Assert.Single(firstCommands.SingleOptionCalls);
|
|
|
|
// Reconnect: a fresh seeder instance (per CreateEventRoute's own
|
|
// per-route construction), and the server's fresh PlayerDescription
|
|
// now echoes what the bot itself set last time.
|
|
runtime.CharacterOwner.Options.ResetSession();
|
|
runtime.CharacterOwner.Options.Replace(AutoSaveMask, 0u);
|
|
var secondCommands = new FakeCharacterCommands(runtime.CharacterOwner.Options);
|
|
var secondSeeder = new HeadlessCharacterOptionsSeeder(
|
|
declared, runtime, secondCommands);
|
|
secondSeeder.NoteLoginCompleteSent();
|
|
secondSeeder.NoteOptionsSeeded();
|
|
|
|
Assert.Empty(secondCommands.CallOrder);
|
|
}
|
|
|
|
private static GameRuntime NewRuntime()
|
|
{
|
|
var gameplay = new HeadlessGameplayOperations();
|
|
var runtime = new GameRuntime(new GameRuntimeDependencies(
|
|
gameplay,
|
|
gameplay,
|
|
gameplay,
|
|
gameplay));
|
|
gameplay.Bind(runtime, catalog: null, () => "account");
|
|
return runtime;
|
|
}
|
|
|
|
/// <summary>
|
|
/// Writes the bit into <paramref name="options"/> as part of
|
|
/// <see cref="SetSingleOption"/>, mirroring the REAL
|
|
/// <c>DirectGameRuntimeCommandAdapter.SetSingleOption</c> →
|
|
/// <c>RuntimeCharacterOptionsState.TrySetOption</c> contract: the local
|
|
/// copy updates synchronously, in the same call, before the method
|
|
/// returns. Without this, a fake that only records the call (never
|
|
/// mutating live state) would make a SECOND diff pass — e.g. a
|
|
/// legitimate redundant <c>NoteLoginCompleteSent</c>/<c>NoteOptionsSeeded</c>
|
|
/// pairing — re-find the same already-handled mismatch and re-send it,
|
|
/// which is a fidelity gap in the fake, not a real defect: production's
|
|
/// idempotence depends on exactly this synchronous local write.
|
|
/// </summary>
|
|
private sealed class FakeCharacterCommands(
|
|
RuntimeCharacterOptionsState options) : IRuntimeCharacterCommands
|
|
{
|
|
internal List<(uint OptionId, bool Value)> SingleOptionCalls { get; } = [];
|
|
internal int SaveOptionsCallCount { get; private set; }
|
|
internal List<string> CallOrder { get; } = [];
|
|
|
|
public RuntimeCommandResult Advance(
|
|
RuntimeGenerationToken expectedGeneration,
|
|
in RuntimeAdvancementCommand command) =>
|
|
throw new NotSupportedException(
|
|
"HeadlessCharacterOptionsSeeder never calls Advance.");
|
|
|
|
public RuntimeCommandResult SetSingleOption(
|
|
RuntimeGenerationToken expectedGeneration,
|
|
uint optionId,
|
|
bool value)
|
|
{
|
|
SingleOptionCalls.Add((optionId, value));
|
|
CallOrder.Add($"set:{optionId}");
|
|
options.SetOptionBit(optionId, value);
|
|
return new RuntimeCommandResult(
|
|
RuntimeCommandStatus.Accepted,
|
|
expectedGeneration);
|
|
}
|
|
|
|
public RuntimeCommandResult SaveOptions(
|
|
RuntimeGenerationToken expectedGeneration)
|
|
{
|
|
SaveOptionsCallCount++;
|
|
CallOrder.Add("save");
|
|
return new RuntimeCommandResult(
|
|
RuntimeCommandStatus.Accepted,
|
|
expectedGeneration);
|
|
}
|
|
}
|
|
}
|