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**Follow-on to #2639 (merged). References a local IORingGroup `1.0.13-preview.11` pack until 1.0.13 (modernuo/IORingGroup#15) is published; do not merge before that switch.** ## Summary Consumes IORingGroup's lean base pools (modernuo/IORingGroup#15): both network pools now start with one slab, grow a slab at a time with the population, and trim idle slabs back after quiet periods. - Fixes the transport's send-pool cap: previously only 1024 of the 4096 connections could get a send buffer; connection 1025 was closed at accept. - Network memory at boot drops from about 96 MB to about 10 MB at the defaults; a full 4096 logged-in connections is about 1.25 GB of base buffers plus the growth budget. - New settings: `network.initialBufferSlabs` (default 1; slabs of each pool held from boot and the trim floor) and `network.maxBufferSlabs` (default 128; divides the connection maximum into slabs, 32 connections per slab). Both are coerced with a warning; the same value feeds the ring table and the manager so they cannot drift. - The Debug-only maintenance line includes base-pool capacity and releases. - `dev-docs/server-requirements.md` rewrites the network memory story and adds the two settings. ## Pre-auth buffers Every connection starts on the transport's platform-minimum buffers (4 KB receive, 4 KB send) instead of the base pools. It is promoted to full-size buffers (64 KB receive, `network.sendBufferSize` send) when the game server verifies its account — the point where `NetState.Account` is assigned in the `GameServer_AwaitingGameServerLogin` or `GameServer_LoggedIn` state, so a verdict that lands after the parser has moved on still promotes. Nothing ever moves back. The login-server pass stays on the small buffers for its whole lifetime. Before credentials verify, nothing promotes: the 4 KB send ring is the entire pre-auth send budget, and a connection that overruns it is dropped as exhausted, exactly as the receive side drops a packet header declaring more bytes than the receive buffer can hold (new guard in `HandlePacket`; it also closes the old 65535-byte edge on 64 KB buffers). The stock login sequence sends under 2 KB. After credentials verify, the send path promotes on demand if it ever needs to (unbudgeted, outside the memory ceiling and the shrink bookkeeping — promotion is not growth), and the oversize-packet guard waits on a pending receive promotion or retries a stalled one once for a verified account before disconnecting. A completion that fills the receive buffer arms no receive, so `HandleReceive` now calls `RingSocket.ResumeReceive()` after the parse loop — at 4 KB a burst of small packets fills the buffer in one completion. Net effect: a flood of unauthenticated connections tops out at about 32 MB across the full 4096-connection cap where the platform minimum is 4 KB (the transport's retained slabs and the base pools used by logged-in players are separate), and never allocates a base-pool slab. Platform note: on Windows Server 2012 R2 / 2016 the transport's legacy mapping path floors at 64 KB: the pre-auth receive pool is off there (its base is 64 KB), while the pre-auth send buffer starts at 64 KB under the 256 KB base. The server logs the effective sizes at startup. ## Testing Server.Tests (905) and UOContent.Tests green on the preview pack (one pre-existing `FamiliarAITests` failure from #2644 reproduces on `main`, tracked separately). New tests cover both coercions, that the ring's registration table equals `RequiredRegisteredBuffers` for the configured values, promotion on game-server auth and on a late account, no promotion on the login server, pre-credential overrun ending in exhaustion, post-credential on-demand promotion, the oversize-packet guard through loopback (error, wait, retry with an account, and a promotion made pending mid-parse), and receiving again after a burst fills the initial buffer.
685 lines
23 KiB
C#
685 lines
23 KiB
C#
using System;
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using System.Buffers;
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using System.Collections.Generic;
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using System.Diagnostics;
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using System.Net.Sockets;
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using System.Network;
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using System.Threading;
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using Server.Network;
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using Xunit;
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namespace Server.Tests.Network;
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[Collection("Sequential Server Tests")]
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public class NetStateSendBufferTests
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{
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// Authentication is the 0x91 credentials check on the game server; that is where buffers promote
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private static NetState CreateAuthenticatedNetState(out Socket client)
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{
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var ns = PacketTestUtilities.CreateTestNetState(out client);
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ns._protocolState = NetState.ProtocolState.GameServer_AwaitingGameServerLogin;
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ns.Account = new MockAccount();
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return ns;
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}
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private static byte[] Pattern(int length, int seed)
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{
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var data = new byte[length];
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new System.Random(seed).NextBytes(data);
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return data;
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}
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private static unsafe void RegisterNoOpPing()
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{
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if (IncomingPackets.GetHandler(0x73) == null)
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{
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IncomingPackets.Register(0x73, 2, false, &NoOp);
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}
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}
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private static void NoOp(NetState state, SpanReader reader)
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{
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}
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private static void SliceUntil(Func<bool> done)
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{
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var deadline = Stopwatch.StartNew();
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while (!done() && deadline.ElapsedMilliseconds < 5000)
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{
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NetState.Slice();
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Thread.Sleep(5);
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}
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Assert.True(done());
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}
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[SkippableFact]
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public void Account_InTheGameServerState_PromotesBothBuffers()
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{
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Skip.If(NetState.InitialSendBufferSize == 0);
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RegisterNoOpPing();
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var ns = PacketTestUtilities.CreateTestNetState(out var client);
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try
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{
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Assert.Equal(NetState.InitialSendBufferSize, ns._socket.SendBuffer.PhysicalSize);
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Assert.Equal(NetState.InitialRecvBufferSize, ns._socket.RecvBuffer.PhysicalSize);
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ns._protocolState = NetState.ProtocolState.GameServer_AwaitingGameServerLogin;
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ns.Account = new MockAccount();
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// Send promotes at once; nothing was in flight so no buffer retires
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Assert.Equal(NetState.SendBufferSize, ns._socket.SendBuffer.PhysicalSize);
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Assert.False(ns._sendBufferGrown);
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// Recv promotes at the next completion
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ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
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client.Send(new byte[] { 0x73, 0x01 });
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SliceUntil(() => ns._socket.RecvBuffer.PhysicalSize == NetState.RecvBufferSize);
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Assert.True(ns.Running);
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}
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finally
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{
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ns.Dispose();
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client.Close();
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}
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}
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[SkippableFact]
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public void Account_OnTheLoginServer_KeepsTheInitialBuffers()
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{
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Skip.If(NetState.InitialSendBufferSize == 0);
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var ns = PacketTestUtilities.CreateTestNetState(out var client);
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try
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{
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ns._protocolState = NetState.ProtocolState.LoginServer_AwaitingLogin;
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ns.Account = new MockAccount();
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Assert.Equal(NetState.InitialSendBufferSize, ns._socket.SendBuffer.PhysicalSize);
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Assert.Equal(NetState.InitialRecvBufferSize, ns._socket.RecvBuffer.PhysicalSize);
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}
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finally
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{
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ns.Dispose();
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client.Close();
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}
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}
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[SkippableFact]
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public void Send_BeyondTheInitialBuffer_BeforeCredentials_IsExhausted()
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{
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// Nothing promotes before credentials verify: the 4 KiB ring is the whole pre-auth budget
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Skip.If(NetState.InitialSendBufferSize == 0);
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var ns = PacketTestUtilities.CreateTestNetState(out var client);
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try
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{
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var data = Pattern(NetState.InitialSendBufferSize + 512, 7);
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ns.Send(data);
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Assert.Contains("exhausted", ns._disconnectReason, StringComparison.OrdinalIgnoreCase);
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Assert.Equal(NetState.InitialSendBufferSize, ns._socket.SendBuffer.PhysicalSize);
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// A graceful server-side close half-closes and waits for the peer's own FIN; closing the
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// peer here stands in for the client eventually going away, so Running can be observed.
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// Once it completes the NetState is disposed and _socket goes null, so nothing below
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// this point may touch it.
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client.Close();
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SliceUntil(() => !ns.Running);
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}
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finally
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{
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ns.Dispose();
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client.Close();
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}
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}
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[SkippableFact]
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public void Send_BeyondTheInitialBuffer_WithCredentials_PromotesOnDemand()
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{
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// The late-verdict path from Account_AssignedAfterTheStateFlipped_StillPromotes: an account
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// attached while the setter's own gate does not fire must still let the send path promote
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Skip.If(NetState.InitialSendBufferSize == 0);
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var ns = PacketTestUtilities.CreateTestNetState(out var client);
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try
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{
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ns.Account = new MockAccount(); // _protocolState is still AwaitingSeed: the setter does not promote
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var data = Pattern(NetState.InitialSendBufferSize + 512, 7);
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ns.Send(data);
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Assert.True(ns.Running);
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Assert.Equal(string.Empty, ns._disconnectReason);
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Assert.Equal(NetState.SendBufferSize, ns._socket.SendBuffer.PhysicalSize);
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Assert.False(ns._sendBufferGrown); // promotion is not growth: nothing to shrink later
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Assert.Equal(data, ReadAll(client, data.Length));
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}
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finally
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{
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ns.Dispose();
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client.Close();
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}
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}
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[SkippableFact]
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public void Send_BacklogBeforeCredentials_IsExhaustedInsteadOfPromoted()
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{
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Skip.If(NetState.InitialSendBufferSize == 0);
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var ns = PacketTestUtilities.CreateTestNetState(out var client);
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try
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{
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// No Slice() between sends: nothing drains, so a second write finds a non-empty initial buffer
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var half = Pattern(NetState.InitialSendBufferSize / 2, 11);
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ns.Send(half);
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ns.Send(half);
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ns.Send(half); // cannot fit, buffer not empty, no account: refused
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Assert.Equal(NetState.InitialSendBufferSize, ns._socket.SendBuffer.PhysicalSize);
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Assert.Contains("exhausted", ns._disconnectReason, StringComparison.OrdinalIgnoreCase);
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// A graceful server-side close waits for the queued bytes to drain and then for the
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// peer's own FIN; closing the peer here stands in for the client eventually going away.
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// Once it completes the NetState is disposed and _socket goes null, so nothing below
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// this point may touch it.
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client.Close();
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SliceUntil(() => !ns.Running);
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}
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finally
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{
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ns.Dispose();
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client.Close();
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}
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}
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[SkippableFact]
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public void Account_AssignedAfterTheStateFlipped_StillPromotes()
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{
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Skip.If(NetState.InitialSendBufferSize == 0);
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var ns = PacketTestUtilities.CreateTestNetState(out var client);
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try
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{
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ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
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ns.Account = new MockAccount();
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Assert.Equal(NetState.SendBufferSize, ns._socket.SendBuffer.PhysicalSize);
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}
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finally
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{
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ns.Dispose();
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client.Close();
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}
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}
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// A random prefix lands under the target; zeros (2 bits each) walk it up a byte at a time
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private static byte[] CompressesToExactly(int compressedLength, int seed)
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{
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var randomLength = compressedLength * 5 / 8;
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var data = new byte[compressedLength * 8];
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Pattern(randomLength, seed).CopyTo(data, 0);
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var scratch = new byte[compressedLength * 2 + 16];
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for (var length = randomLength; length < data.Length; length++)
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{
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var compressed = NetworkCompression.Compress(data.AsSpan(0, length), scratch);
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Assert.InRange(compressed, 1, compressedLength);
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if (compressed == compressedLength)
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{
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return data[..length];
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}
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}
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throw new InvalidOperationException($"No chunk compresses to exactly {compressedLength} bytes");
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}
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private static byte[] ReadAll(Socket client, int length)
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{
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var received = new byte[length];
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var total = 0;
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var deadline = Stopwatch.StartNew();
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while (total < length && deadline.ElapsedMilliseconds < 10000)
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{
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NetState.Slice();
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// Poll takes microseconds, not milliseconds
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if (client.Poll(50_000, SelectMode.SelectRead))
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{
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var read = client.Receive(received, total, length - total, SocketFlags.None);
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Assert.NotEqual(0, read);
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total += read;
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}
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}
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Assert.Equal(length, total);
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return received;
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}
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// Peer receipt does not free the buffer; the completion must land first
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private static void WaitForDrain(NetState ns)
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{
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var deadline = Stopwatch.StartNew();
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while (deadline.ElapsedMilliseconds < 10000)
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{
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NetState.Slice();
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if (ns._socket.SendBuffer.ReadableBytes == 0 && ns._socket.SendBuffer.InFlightBytes == 0)
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{
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break;
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}
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Thread.Sleep(5);
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}
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Assert.Equal(0, ns._socket.SendBuffer.ReadableBytes);
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Assert.Equal(0, ns._socket.SendBuffer.InFlightBytes);
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}
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[Fact]
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public void Send_GrowsInsteadOfDisconnecting_AndStreamStaysIntact()
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{
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var ns = CreateAuthenticatedNetState(out var client);
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var baseSize = ns._socket.SendBuffer.PhysicalSize;
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try
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{
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// No Slice(): nothing drains, so the base buffer overflows
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var chunk = baseSize / 4;
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var expected = new byte[chunk * 6];
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for (var i = 0; i < 6; i++)
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{
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var data = Pattern(chunk, i);
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data.CopyTo(expected, i * chunk);
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ns.Send(data);
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}
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Assert.True(ns.Running);
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Assert.Equal(string.Empty, ns._disconnectReason);
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Assert.True(ns._socket.SendBuffer.PhysicalSize > baseSize);
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Assert.True(ns._sendBufferGrown);
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Assert.Equal(expected, ReadAll(client, expected.Length));
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}
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finally
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{
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ns.Dispose();
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client.Close();
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}
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}
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[Fact]
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public void Send_CompressedGrowth_RetriesAndStreamStaysIntact()
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{
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var ns = CreateAuthenticatedNetState(out var client);
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ns.CompressionEnabled = true;
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var baseSize = ns._socket.SendBuffer.PhysicalSize;
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try
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{
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// No Slice(): compressed output accumulates until the base overflows
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var chunkLength = baseSize / 4;
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var expected = new byte[(chunkLength * 2 + 4) * 6];
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var scratch = new byte[chunkLength * 2 + 4];
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var expectedLength = 0;
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for (var i = 0; i < 6; i++)
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{
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var data = Pattern(chunkLength, i + 100);
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var compressedLength = NetworkCompression.Compress(data, scratch);
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Assert.True(compressedLength > 0);
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scratch.AsSpan(0, compressedLength).CopyTo(expected.AsSpan(expectedLength));
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expectedLength += compressedLength;
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ns.Send(data);
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}
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Assert.True(ns.Running);
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Assert.Equal(string.Empty, ns._disconnectReason);
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Assert.True(ns._socket.SendBuffer.PhysicalSize > baseSize);
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Assert.True(ns._sendBufferGrown);
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Array.Resize(ref expected, expectedLength);
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Assert.Equal(expected, ReadAll(client, expected.Length));
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}
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finally
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{
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ns.Dispose();
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client.Close();
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}
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}
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[Fact]
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public void Send_CompressedGrowth_FullBuffer_GrowsOneTierAndFits()
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{
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var ns = CreateAuthenticatedNetState(out var client);
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ns.CompressionEnabled = true;
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var baseSize = ns._socket.SendBuffer.PhysicalSize;
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var expected = new List<byte>(baseSize * 2);
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void SendAndRecord(byte[] data)
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{
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var scratch = new byte[data.Length * 2 + 4];
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var compressedLength = NetworkCompression.Compress(data, scratch);
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Assert.True(compressedLength > 0);
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expected.AddRange(scratch.AsSpan(0, compressedLength));
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ns.Send(data);
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}
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try
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{
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// Chunks sized so the fill cannot overflow (random bytes never compress; ratio at most 11/8)
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var seed = 600;
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while (ns._socket.SendBuffer.WritableBytes > 4096)
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{
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var writable = ns._socket.SendBuffer.WritableBytes;
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SendAndRecord(Pattern(Math.Min(baseSize / 8, (writable - 2048) * 8 / 11), seed++));
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}
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// Full; no span to compress into
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SendAndRecord(CompressesToExactly(ns._socket.SendBuffer.WritableBytes, seed));
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Assert.Equal(0, ns._socket.SendBuffer.WritableBytes);
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Assert.Equal(baseSize, ns._socket.SendBuffer.PhysicalSize);
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// Raw exceeds the remainder; compressed fits in one tier
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SendAndRecord(new byte[Math.Min(baseSize * 3 / 4, NetworkCompression.DefiniteOverflow)]);
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Assert.True(ns.Running);
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Assert.Equal(string.Empty, ns._disconnectReason);
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Assert.Equal(baseSize * 2, ns._socket.SendBuffer.PhysicalSize);
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Assert.True(ns._sendBufferGrown);
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Assert.Equal(expected.ToArray(), ReadAll(client, expected.Count));
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}
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finally
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{
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ns.Dispose();
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client.Close();
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}
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}
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[Fact]
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public void Send_WithPartialRemainder_GrowsAndCopiesFullPayload()
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{
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var ns = CreateAuthenticatedNetState(out var client);
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var baseSize = ns._socket.SendBuffer.PhysicalSize;
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try
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{
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var first = Pattern(baseSize / 2, 200);
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var second = Pattern(baseSize / 2 + 1, 201);
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var expected = new byte[first.Length + second.Length];
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first.CopyTo(expected, 0);
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second.CopyTo(expected, first.Length);
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// Remainder too small for the second send
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ns.Send(first);
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ns.Send(second);
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Assert.True(ns.Running);
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Assert.Equal(string.Empty, ns._disconnectReason);
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Assert.True(ns._socket.SendBuffer.PhysicalSize > baseSize);
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Assert.True(ns._sendBufferGrown);
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Assert.Equal(expected, ReadAll(client, expected.Length));
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}
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finally
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{
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ns.Dispose();
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client.Close();
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}
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}
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[Fact]
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public void Send_WithSendInFlight_GrowsAndStreamStaysIntact()
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{
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var ns = CreateAuthenticatedNetState(out var client);
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var baseSize = ns._socket.SendBuffer.PhysicalSize;
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try
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{
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// A small peer buffer keeps the first send in flight through the growth
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client.ReceiveBufferSize = 4096;
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var first = Pattern(baseSize / 2, 300);
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var second = Pattern(baseSize / 2 + 1, 301);
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ns.Send(first);
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NetState.Slice(); // posts the first send
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Assert.True(ns._socket.SendBuffer.InFlightBytes > 0);
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ns.Send(second);
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Assert.True(ns.Running);
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Assert.Equal(string.Empty, ns._disconnectReason);
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Assert.True(ns._socket.SendBuffer.PhysicalSize > baseSize);
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Assert.True(ns._sendBufferGrown);
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var expected = new byte[first.Length + second.Length];
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first.CopyTo(expected, 0);
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second.CopyTo(expected, first.Length);
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Assert.Equal(expected, ReadAll(client, expected.Length));
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}
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finally
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{
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ns.Dispose();
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client.Close();
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}
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}
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[Fact]
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public void Shrink_AfterDrainAndHold_ReturnsToBase()
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{
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var ns = CreateAuthenticatedNetState(out var client);
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var baseSize = ns._socket.SendBuffer.PhysicalSize;
|
|
|
|
try
|
|
{
|
|
var chunk = baseSize / 4;
|
|
for (var i = 0; i < 6; i++)
|
|
{
|
|
ns.Send(Pattern(chunk, i));
|
|
}
|
|
|
|
Assert.True(ns._sendBufferGrown);
|
|
ReadAll(client, chunk * 6);
|
|
WaitForDrain(ns);
|
|
|
|
var grewAt = ns._sendBufferGrewAt;
|
|
Assert.False(ns.TryShrinkSendBuffer(grewAt + NetState.SendBufferHoldMs - 1));
|
|
Assert.True(ns.TryShrinkSendBuffer(grewAt + NetState.SendBufferHoldMs));
|
|
Assert.Equal(baseSize, ns._socket.SendBuffer.PhysicalSize);
|
|
Assert.False(ns._sendBufferGrown);
|
|
}
|
|
finally
|
|
{
|
|
ns.Dispose();
|
|
client.Close();
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void Shrink_ThroughAliveSweep_ReturnsToBase()
|
|
{
|
|
var ns = CreateAuthenticatedNetState(out var client);
|
|
var baseSize = ns._socket.SendBuffer.PhysicalSize;
|
|
var previousTicks = Core._tickCount;
|
|
|
|
try
|
|
{
|
|
var chunk = baseSize / 4;
|
|
for (var i = 0; i < 6; i++)
|
|
{
|
|
ns.Send(Pattern(chunk, i + 400));
|
|
}
|
|
|
|
Assert.True(ns._sendBufferGrown);
|
|
ReadAll(client, chunk * 6);
|
|
WaitForDrain(ns);
|
|
|
|
// The sweep shrinks; nothing here calls TryShrinkSendBuffer
|
|
Core._tickCount = ns._sendBufferGrewAt + NetState.SendBufferHoldMs;
|
|
NetState.CheckAllAlive();
|
|
|
|
Assert.Equal(baseSize, ns._socket.SendBuffer.PhysicalSize);
|
|
Assert.False(ns._sendBufferGrown);
|
|
}
|
|
finally
|
|
{
|
|
Core._tickCount = previousTicks;
|
|
ns.Dispose();
|
|
client.Close();
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void Send_PastTheMaximum_FallsBackToExhaustion()
|
|
{
|
|
var ns = CreateAuthenticatedNetState(out var client);
|
|
|
|
try
|
|
{
|
|
var chunk = 64 * 1024;
|
|
var writes = NetState.MaxSendBufferSize / chunk + 1;
|
|
for (var i = 0; i < writes; i++)
|
|
{
|
|
ns.Send(Pattern(chunk, i));
|
|
}
|
|
|
|
Assert.Contains("Send buffer exhausted", ns._disconnectReason);
|
|
Assert.Equal(NetState.MaxSendBufferSize, ns._socket.SendBuffer.PhysicalSize);
|
|
}
|
|
finally
|
|
{
|
|
ns.Dispose();
|
|
client.Close();
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void Send_AboveMemoryCeiling_DoesNotGrow()
|
|
{
|
|
var previous = NetState._availableMemoryBytes;
|
|
NetState ns = null;
|
|
Socket client = null;
|
|
|
|
try
|
|
{
|
|
ns = CreateAuthenticatedNetState(out client);
|
|
var baseSize = ns._socket.SendBuffer.PhysicalSize;
|
|
NetState._availableMemoryBytes = 1; // any working set is above 80% of one byte
|
|
|
|
for (var i = 0; i < 6; i++)
|
|
{
|
|
ns.Send(Pattern(baseSize / 4, i));
|
|
}
|
|
|
|
Assert.Equal(baseSize, ns._socket.SendBuffer.PhysicalSize);
|
|
Assert.Contains("Send buffer exhausted", ns._disconnectReason);
|
|
}
|
|
finally
|
|
{
|
|
NetState._availableMemoryBytes = previous;
|
|
ns?.Dispose();
|
|
client?.Close();
|
|
}
|
|
}
|
|
|
|
[Fact]
|
|
public void Send_OnClosingSocket_DoesNotGrow()
|
|
{
|
|
var ns = CreateAuthenticatedNetState(out var client);
|
|
var baseSize = ns._socket.SendBuffer.PhysicalSize;
|
|
|
|
try
|
|
{
|
|
ns.Disconnect("test");
|
|
NetState.Slice(); // handoff
|
|
|
|
// CannotSendPackets short-circuits before any growth
|
|
ns.Send(Pattern(baseSize * 2, 500));
|
|
|
|
Assert.Equal(baseSize, ns._socket.SendBuffer.PhysicalSize);
|
|
Assert.False(ns._sendBufferGrown);
|
|
}
|
|
finally
|
|
{
|
|
ns.Dispose();
|
|
client.Close();
|
|
}
|
|
}
|
|
|
|
[Theory]
|
|
[InlineData(3 * 1024 * 1024, 4 * 1024 * 1024)] // not a power of two; rounded up
|
|
[InlineData(512 * 1024 * 1024, 256 * 1024 * 1024)] // above the transport ceiling; capped
|
|
[InlineData(1024, 64 * 1024)] // below the minimum; raised
|
|
[InlineData(2 * 1024 * 1024, 2 * 1024 * 1024)] // already valid; untouched
|
|
public void CoercePowerOfTwoSetting_CoercesToATierTheTransportAccepts(int configured, int expected) =>
|
|
Assert.Equal(expected, NetState.CoercePowerOfTwoSetting("network.sendBufferMaxSize", configured, 64 * 1024));
|
|
|
|
[Fact]
|
|
public void CoerceSendBufferGrowthBudget_ClampsNegativeAndRaisesBelowOneSlab()
|
|
{
|
|
const int sendBufferSize = 256 * 1024;
|
|
const int maxSendBufferSize = 2 * 1024 * 1024;
|
|
var minimum = RingSocketManager.MinimumSendBufferGrowthBudget(sendBufferSize);
|
|
|
|
Assert.Equal(0L, NetState.CoerceSendBufferGrowthBudget(-1, sendBufferSize, maxSendBufferSize));
|
|
|
|
// zero means never grow
|
|
Assert.Equal(0L, NetState.CoerceSendBufferGrowthBudget(0, sendBufferSize, maxSendBufferSize));
|
|
|
|
Assert.Equal(minimum, NetState.CoerceSendBufferGrowthBudget(1, sendBufferSize, maxSendBufferSize));
|
|
Assert.Equal(minimum * 4, NetState.CoerceSendBufferGrowthBudget(minimum * 4, sendBufferSize, maxSendBufferSize));
|
|
|
|
// growth off; budget untouched
|
|
Assert.Equal(1L, NetState.CoerceSendBufferGrowthBudget(1, sendBufferSize, sendBufferSize));
|
|
}
|
|
|
|
[Fact]
|
|
public void CoerceMaxBufferSlabs_ClampsToOneSlabPerConnection()
|
|
{
|
|
var maxConnections = NetState.SocketManager.MaxSockets;
|
|
|
|
// fewer than one slab is meaningless
|
|
Assert.Equal(1, NetState.CoerceMaxBufferSlabs(0));
|
|
Assert.Equal(1, NetState.CoerceMaxBufferSlabs(-4));
|
|
|
|
// more slabs than connections cannot make a slab any smaller
|
|
Assert.Equal(maxConnections, NetState.CoerceMaxBufferSlabs(maxConnections * 2));
|
|
|
|
Assert.Equal(128, NetState.CoerceMaxBufferSlabs(128));
|
|
}
|
|
|
|
[Fact]
|
|
public void CoerceInitialBufferSlabs_ClampsToTheSlabCount()
|
|
{
|
|
var slabs = NetState.BasePoolSlabCount(128);
|
|
Assert.True(slabs > 1);
|
|
|
|
Assert.Equal(1, NetState.CoerceInitialBufferSlabs(0, slabs));
|
|
Assert.Equal(1, NetState.CoerceInitialBufferSlabs(-1, slabs));
|
|
|
|
// a pool never holds more slabs than it has
|
|
Assert.Equal(slabs, NetState.CoerceInitialBufferSlabs(slabs + 1, slabs));
|
|
|
|
Assert.Equal(4, NetState.CoerceInitialBufferSlabs(4, slabs));
|
|
}
|
|
|
|
[Fact]
|
|
public void Ring_RegisteredBufferTable_MatchesTheConfiguredSlabCount()
|
|
{
|
|
var manager = NetState.SocketManager;
|
|
var maxBufferSlabs = NetState.CoerceMaxBufferSlabs(ServerConfiguration.GetSetting("network.maxBufferSlabs", NetState.DefaultMaxBufferSlabs));
|
|
|
|
// A table smaller than this throws at manager construction. Connections start on the
|
|
// transport minimum until the game server promotes them, so the formula must count those too.
|
|
// Mirrors what production passes: the request, not the effective size the manager may coerce
|
|
// down to (RequiredRegisteredBuffers treats a non-zero request as a pool either way).
|
|
Assert.Equal(
|
|
RingSocketManager.RequiredRegisteredBuffers(
|
|
manager.MaxSockets,
|
|
NetState.SendBufferSize,
|
|
manager.MaxSendBufferSize,
|
|
manager.SendBufferGrowthBudget,
|
|
maxBufferSlabs,
|
|
IORingBuffer.MinimumSize,
|
|
IORingBuffer.MinimumSize
|
|
),
|
|
NetState.Ring.MaxRegisteredBuffers
|
|
);
|
|
}
|
|
}
|