ModernUO/Projects/UOContent.Tests/Tests/Network/Packets/AuthIdTests.cs
Kamron Batman 9a25054809
test: remove trivial, duplicate and content-value tests (#2721)
## Summary
Many tests proved a specific change when it landed but don't need to run on every CI build forever. This removes **202 test methods and 9 files: 313 test cases, 2,247 → 1,934**. UOContent.Tests drops from about 14s to about 5s locally.

Removed:
- **Tautologies.** Asserting a constant, a constructor readback or a trivial getter, or testing BCL behavior.
- **Exact duplicates** of a surviving test on the same code path.
- **Obsolete regressions** whose failure can no longer be expressed.
- **Game-content values** shard owners customize (era drop rates, loot and skill tables, single-creature tuning). Each customization would otherwise force a test fix.

## How it was decided
1. Every test was classified, with a reason, by a per-shard sweep over all 287 test files.
2. Each proposed deletion was then checked by a second, adversarial reviewer against the surviving tests and the production code.
3. Anything that was the only coverage of a separate code path was **kept**, even where it looked like a duplicate. Examples: the unsigned `SpanReader`/`SpanWriter` methods, the at-location versus bounds enumerators, null-map enumerables, the security filters, archive-journal state transitions. About 130 proposed deletions were rejected this way.

Whole files removed:
- `FishingTests`, apart from 3 tests: the map-edge scan, serpent cleanup, and SOS chest consumption. The SOS test now stops at the first chest instead of measuring a catch rate. The multi-million-cast rate simulations are gone.
- `LordOaksTests` and `MeerEnragedTests` (single-creature tests).
- `AutoArchiveHelperTests`, `JsonDiscoverableTypeAttributeTests`, `DecimalSerializationTests` and `EnumConversionTests` (tautologies, or tests of their own local helpers).
- `NetworkStatsTests`.
- `MigratedDataLoadTests` (a subset of `AllSpawnFilesLoadTests`).
- `SpawnerFixtureCapture`: a capture tool, not a test, and its `version == 12` assert can no longer pass. The `.bin` fixtures it produced stay.

## Tests
- Server.Tests: 811 pass.
- UOContent.Tests: 1,123 pass.

A follow-up PR, stacked on this one, fixes how the remaining tests behave: shared state, CI-vacuous tests, harness duplication.
2026-10-18 20:08:19 -07:00

363 lines
12 KiB
C#

using System;
using System.Net;
using Server.Accounting;
using Server.Accounting.Security;
using Server.Network;
using Server.Tests.Network;
using Xunit;
namespace Server.Tests.Network.Packets;
[Collection("Sequential UOContent Tests")]
public class AuthIdTests : IDisposable
{
private static readonly IPAddress AddressX = IPAddress.Parse("203.0.113.10");
private static readonly IPAddress AddressY = IPAddress.Parse("203.0.113.11");
private readonly PasswordProtectionAlgorithm _originalAlgorithm = AccountSecurity.CurrentAlgorithm;
public AuthIdTests()
{
AccountSecurity.CurrentAlgorithm = PasswordProtectionAlgorithm.Argon2;
IncomingAccountPackets.ClearAuthIdWindow();
}
public void Dispose()
{
IncomingAccountPackets.ClearAuthIdWindow();
AccountSecurity.CurrentAlgorithm = _originalAlgorithm;
}
private static IAccount CreateAccount(string username) =>
Accounts.GetAccount(username) ?? new Account(username, "hunter2");
private static int Register(IAccount account, IPAddress address) =>
IncomingAccountPackets.RegisterAuthId(account, address, new ClientVersion(7, 0, 0, 0));
[Fact]
public void VouchesForTheAccountAndAddressItWasIssuedTo()
{
var account = CreateAccount("authid-match-user");
var authId = Register(account, AddressX);
var result = IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out var entry);
Assert.Equal(IncomingAccountPackets.AuthIdResult.Vouched, result);
Assert.Same(account, entry.Account);
}
[Fact]
public void RejectsADifferentAccount()
{
var issued = CreateAccount("authid-owner-user");
var other = CreateAccount("authid-other-user");
var authId = Register(issued, AddressX);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Rejected,
IncomingAccountPackets.ConsumeAuthId(authId, other.Username, AddressX, out _)
);
}
[Fact]
public void RejectsADifferentAddress()
{
var account = CreateAccount("authid-switch-user");
var authId = Register(account, AddressX);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Rejected,
IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressY, out _)
);
}
[Fact]
public void MatchesTheUsernameCaseInsensitively()
{
var account = CreateAccount("AuthId-Case-User");
var authId = Register(account, AddressX);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Vouched,
IncomingAccountPackets.ConsumeAuthId(authId, "authid-case-user", AddressX, out _)
);
}
[Fact]
public void MatchesAnIPv4MappedIPv6Address()
{
var account = CreateAccount("authid-mapped-user");
var authId = Register(account, AddressX);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Vouched,
IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX.MapToIPv6(), out _)
);
}
[Fact]
public void RejectsAnUnknownAuthId()
{
var account = CreateAccount("authid-unknown-user");
var authId = Register(account, AddressX);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Rejected,
IncomingAccountPackets.ConsumeAuthId(authId + 1, account.Username, AddressX, out _)
);
}
[Fact]
public void IsSingleUseAfterASuccess()
{
var account = CreateAccount("authid-once-user");
var authId = Register(account, AddressX);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Vouched,
IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out _)
);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Rejected,
IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out _)
);
}
// A rejected attempt must not consume the id, or anyone landing on a live one could burn it and
// force its owner to log in again.
[Fact]
public void SurvivesAnAttemptFromTheWrongAddress()
{
var account = CreateAccount("authid-not-burned-address-user");
var authId = Register(account, AddressX);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Rejected,
IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressY, out _)
);
Assert.Equal(1, IncomingAccountPackets.AuthIdWindowCount);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Vouched,
IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out _)
);
}
[Fact]
public void SurvivesAnAttemptForTheWrongAccount()
{
var account = CreateAccount("authid-not-burned-account-user");
var authId = Register(account, AddressX);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Rejected,
IncomingAccountPackets.ConsumeAuthId(authId, "not-the-owner", AddressX, out _)
);
Assert.Equal(1, IncomingAccountPackets.AuthIdWindowCount);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Vouched,
IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out _)
);
}
[Fact]
public void ARejectedAttemptYieldsNoEntry()
{
var account = CreateAccount("authid-no-leak-user");
var authId = Register(account, AddressX);
IncomingAccountPackets.ConsumeAuthId(authId, "not-the-owner", AddressX, out var entry);
Assert.Null(entry.Account);
}
[Fact]
public void AnExpiredIdIsSpentByItsOwner()
{
var account = CreateAccount("authid-expired-spent-user");
var authId = Register(account, AddressX);
var now = Core._now;
try
{
Core._now = now + TimeSpan.FromMinutes(30.0);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Expired,
IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out _)
);
Assert.Equal(0, IncomingAccountPackets.AuthIdWindowCount);
}
finally
{
Core._now = now;
}
}
// Expiry is not a lockout. The game login always verified the password before any of this
// existed, so falling back to that verify is the behaviour we started from.
[Fact]
public void ExpiresIntoAPasswordVerifyRatherThanARejection()
{
var account = CreateAccount("authid-expired-user");
var authId = Register(account, AddressX);
var now = Core._now;
try
{
Core._now = now + TimeSpan.FromMinutes(30.0);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Expired,
IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out var entry)
);
// Still carries the client version the game login needs.
Assert.Equal(new ClientVersion(7, 0, 0, 0), entry.Version);
}
finally
{
Core._now = now;
}
}
[Fact]
public void AnExpiredIdFromAnotherAddressIsStillRejected()
{
var account = CreateAccount("authid-expired-elsewhere-user");
var authId = Register(account, AddressX);
var now = Core._now;
try
{
Core._now = now + TimeSpan.FromMinutes(30.0);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Rejected,
IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressY, out _)
);
}
finally
{
Core._now = now;
}
}
private static int Ensure(int existingAuthId, IAccount account, IPAddress address) =>
IncomingAccountPackets.EnsureAuthId(
existingAuthId,
account,
address,
new ClientVersion(7, 0, 0, 0)
);
// Handing the same id back rather than minting another is what makes an orphan impossible,
// instead of something to clean up afterwards.
[Fact]
public void ReSelectingReturnsTheSameIdAndAddsNothingToTheWindow()
{
var account = CreateAccount("authid-reselect-user");
var first = Ensure(0, account, AddressX);
for (var i = 0; i < 10; i++)
{
Assert.Equal(first, Ensure(first, account, AddressX));
}
Assert.Equal(1, IncomingAccountPackets.AuthIdWindowCount);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Vouched,
IncomingAccountPackets.ConsumeAuthId(first, account.Username, AddressX, out _)
);
}
[Fact]
public void AbandonedIdsAreSweptWhenNewOnesAreIssued()
{
var abandoned = CreateAccount("authid-abandoned-user");
var live = CreateAccount("authid-live-user");
var now = Core._now;
try
{
for (var i = 0; i < 128; i++)
{
Register(abandoned, AddressX);
}
Assert.Equal(128, IncomingAccountPackets.AuthIdWindowCount);
Core._now = now + TimeSpan.FromMinutes(30.0);
var liveId = Register(live, AddressX);
Assert.Equal(1, IncomingAccountPackets.AuthIdWindowCount);
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Vouched,
IncomingAccountPackets.ConsumeAuthId(liveId, live.Username, AddressX, out _)
);
}
finally
{
Core._now = now;
}
}
// A login rush is not a backlog. Every id belongs to a client on its way to redeem it, so none
// may be discarded to hold the window at some arbitrary size.
[Fact]
public void ALoginRushDoesNotEvictAnyonesAuthId()
{
var account = CreateAccount("authid-rush-user");
var ids = new int[800];
for (var i = 0; i < ids.Length; i++)
{
ids[i] = Register(account, AddressX);
}
Assert.Equal(ids.Length, IncomingAccountPackets.AuthIdWindowCount);
// Every id issued during the rush is still redeemable, including the first one.
for (var i = 0; i < ids.Length; i++)
{
Assert.Equal(
IncomingAccountPackets.AuthIdResult.Vouched,
IncomingAccountPackets.ConsumeAuthId(ids[i], account.Username, AddressX, out _)
);
}
}
[Fact]
public void PreAuthenticatedGameLogin_SkipsThePasswordCheck()
{
var account = CreateAccount("authid-preauth-user");
using var ns = PacketTestUtilities.CreateTestNetState();
// A wrong password is accepted only because the auth id already vouched for the account.
var e = new GameServer.GameLoginEventArgs(ns, account.Username, "wrong-password", true);
GameServer.GameServerLoginEvent(e);
Assert.True(e.Accepted);
}
[Fact]
public void GameLoginWithoutPreAuthentication_StillChecksThePassword()
{
var account = CreateAccount("authid-nopreauth-user");
using var ns = PacketTestUtilities.CreateTestNetState();
var wrong = new GameServer.GameLoginEventArgs(ns, account.Username, "wrong-password", false);
GameServer.GameServerLoginEvent(wrong);
Assert.False(wrong.Accepted);
var right = new GameServer.GameLoginEventArgs(ns, account.Username, "hunter2", false);
GameServer.GameServerLoginEvent(right);
Assert.True(right.Accepted);
}
}