ModernUO/Projects/Server.Tests/Tests/Network/NetStateRecvGuardTests.cs
Kamron Batman 00134cac33
test: fix shared state, CI-vacuous tests and harness duplication (#2722)
Follow-up to #2721. It fixes how the remaining tests behave and changes no production code.

## CI
- Both `dotnet test` steps pass `--filter "Category!=Manual"`. Before this, Manual-tagged tests ran on CI anyway.
- The one surviving movement-throttle latency test is the only coverage of burst forgiveness over a full, wrapped history. It loses its Manual tag, so it runs on CI.

## Tests that passed on CI without testing anything
- **Corpse and throwing tests.** They relied on tiledata for the weapon `Layer`, so on CI the equip silently failed and they asserted against empty lists. They now set `Layer` explicitly and assert the equip took effect. `TestThrown` also pins its own strength and range values, so a shard retuning SoulGlaive no longer breaks them.
- **Healthbar poison rows.** Server.Tests registers no poisons, so every row tested `null`. They now use real poison levels.
- **Account packet tests.** The mock accounts reported `Length` 0, so the character-list tests only ever encoded empty slots. They now encode the real characters.
- **Pathing and AI tests that only mean something on real Trammel/Felucca terrain** are now guarded with `TileDataRequirement.SkipIfMissing()`: Britain desk and clutter scenes, house footprints (no MultiData on CI) and fingerprints. Tests that are valid on flat blank terrain stay unguarded. (A synthetic tiledata fixture to run these on CI is a planned follow-up.)
- **Assertions that couldn't fail now check their claim.** Affected tests include the `DefaultWalker` cache use, cache on/off parity requiring a path, the recorder capability flags, the idle-pet gate, the monthly DST recurrence, the AdvancedSearch `Record.Exception` wrappers, `CanFitItem` with no branch-guarded assert, the Firewall callback, and `Import_NoMap`. The Geometry Parse asserts also now use the same input as their TryParse.

## Shared state
Every test that changes process-wide state now restores it, even when an assert fails:
- **The clock.** A new `TimerWheelScope` saves and restores `Core._tickCount`, `Core._now` and the timer wheel. `SimulatedClockScope` covers decay tests.
- **StepCache settings and caches**, via `StepCacheStateScope`.
- **Network state.** The ManualAllowlist, LoginAllowlist, firewall and BanChannel reporters are restored. Global packet handlers are now registered per test and removed afterwards, so they no longer stay registered for later tests.
- **Data and config tables.** `ArchiveJournal` statics, `TileData.ItemTable`, `ObjectPropertyList.Enabled`, `Core.Expansion` and the localization table are restored. One `MobileStatusVersion` restore was resetting a different expansion than the one the test changed.
- **Entities.** Tests with fixed serials now delete what they create. Fixed mobile serials moved to `World.NewMobile`, because deleting a hard-coded serial could unregister a live entity.
- **Collection race.** `SpiralScanTests` no longer clears the spawn cache from a separate collection that could run in parallel with the cache-manager tests.
- **Shared statics.** Classes reading shared static allowlists joined the sequential collection.

## Duplication
New shared helpers replace copy-pasted harness code:
- **Server.Tests:** `PacketAssert.Sends`, used by about 130 packet tests; `TestClientHarness`, `PersistencePipelineScope`, `NetTestHelpers`, `EntityCleanup` and one `TestMulti`.
- **UOContent.Tests:** `TimerWheelScope`, which also holds one wraparound-safe `RunFor`/`RunUntil`; `AiTestStubs`, which merges six walker copies and five identical creature stubs; `MobileTestHarness`, `CommandTestHarness` and `TempDirectory`.

Dead oracle packet classes are removed.

## Cost
| Test | Before | After |
|---|---|---|
| `VirtualSerialTests` | 1.57s | 2ms (starts near the wrap via reflection instead of drawing ~17.9M serials) |
| Event scheduler recurrence loop | 473ms | 1ms |
| CrowdSec drain | 517ms | 16ms (event-driven instead of a fixed 500ms wait) |
| AuthId tests | 248ms | 99ms (SHA2 except the two GameLogin tests) |
| Container cap tests | 5,000 items | 3,449 / 3,277 (one past each protocol cap) |
| Bulk removal | 100k children | 20k children |
| OPL hash distribution | 60k builds | 10k builds |

## Shard-tuning decoupling
- AI assertions read `ReacquireDelay` and `FollowMoveSpeed` instead of hard-coding production tuning.
- The guard friendly-fire test uses an `AI_Mage` stub instead of WhiteWyrm.
- Argon2 assertions pin the `argon2id` variant and `v=19` but read the cost parameters from the configured hasher.

## Tests
| Run | Server.Tests | UOContent.Tests |
|---|---|---|
| With client files | 812 pass | 1,123 pass |
| Without client files (CI simulation) | 800 pass, 12 skip | 1,021 pass, 102 skip |

- The UOContent fixture reads `MODERNUO_TEST_DATA_DIR`; Server.Tests reads `MODERNUO_CLIENT_PATH`.
- The 15 new UOContent skips are the map-dependent guards above.
- Total run time with client files is about 5s, down from about 8s.
2026-10-18 20:11:33 -07:00

194 lines
7.9 KiB
C#

using System.Buffers;
using Server.Network;
using Xunit;
namespace Server.Tests.Network;
[Collection("Sequential Server Tests")]
public class NetStateRecvGuardTests
{
private const byte TestPacketId = 0xB1;
private const byte AttachAccountPacketId = 0x71;
private static unsafe NetTestHelpers.HandlerRegistration RegisterVariableLength() =>
NetTestHelpers.RegisterHandler(TestPacketId, 0, &NoOp);
private static void NoOp(NetState state, SpanReader reader)
{
}
private static unsafe NetTestHelpers.HandlerRegistration RegisterAttachAccount() =>
NetTestHelpers.RegisterHandler(AttachAccountPacketId, 3, &AttachAccount);
// Stands in for the 0x91 handler: the account attaches mid-parse, so the promotion is pending
// with a receive armed when the next packet in the same completion reaches the guard
private static void AttachAccount(NetState state, SpanReader reader) => state.Account = new MockAccount();
[SkippableFact]
public void HandleReceive_PacketLongerThanTheRecvBuffer_IsAnError()
{
// A 16-bit length cannot exceed the 64 KiB base buffer, so the guard is only reachable
// through a pre-auth buffer
NetTestHelpers.RequirePreAuthBuffers();
using var handler = RegisterVariableLength();
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
Assert.True(ns._socket.RecvBuffer.PhysicalSize <= ushort.MaxValue);
ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
// A variable-length header claiming more than the buffer can ever hold would otherwise
// park the connection with nothing to arm a recv into
var declared = ns._socket.RecvBuffer.PhysicalSize; // one more than the buffer can ever hold
client.Send(new byte[] { TestPacketId, (byte)(declared >> 8), (byte)declared });
NetTestHelpers.SliceUntil(() => ns._protocolState == NetState.ProtocolState.Error);
Assert.Contains("bad state", ns._disconnectReason);
}
finally
{
ns.Dispose();
client.Close();
}
}
[Fact]
public void HandleReceive_PacketThatFits_WaitsForTheRest()
{
using var handler = RegisterVariableLength();
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
var declared = ns._socket.RecvBuffer.PhysicalSize / 2;
client.Send(new byte[] { TestPacketId, (byte)(declared >> 8), (byte)declared });
NetTestHelpers.SliceUntil(() => ns._socket.RecvBuffer.ReadableBytes == 3);
Assert.Equal(NetState.ProtocolState.GameServer_LoggedIn, ns._protocolState);
Assert.True(ns.Running);
Assert.Equal(3, ns._socket.RecvBuffer.ReadableBytes);
}
finally
{
ns.Dispose();
client.Close();
}
}
[SkippableFact]
public void HandleReceive_OversizePacket_WithAnAccount_RetriesPromotionInsteadOfErroring()
{
NetTestHelpers.RequirePreAuthBuffers();
using var handler = RegisterVariableLength();
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
// _protocolState is still AwaitingSeed here, so the Account setter's gate does not fire
ns.Account = new MockAccount();
Assert.Equal(NetState.InitialRecvBufferSize, ns._socket.RecvBuffer.PhysicalSize);
ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
var declared = NetState.InitialRecvBufferSize; // as much as the initial buffer can ever hold
client.Send(new byte[] { TestPacketId, (byte)(declared >> 8), (byte)declared });
NetTestHelpers.SliceUntil(() => ns._socket.RecvBuffer.ReadableBytes == 3);
Assert.Equal(NetState.ProtocolState.GameServer_LoggedIn, ns._protocolState);
Assert.True(ns.Running);
// The deferred promotion applies at this next completion; the header is then delivered
// whole to the 0xB1 no-op handler
client.Send(new byte[declared - 3]);
NetTestHelpers.SliceUntil(
() => ns._socket.RecvBuffer.ReadableBytes == 0 &&
ns._socket.RecvBuffer.PhysicalSize == NetState.RecvBufferSize
);
Assert.True(ns.Running);
Assert.Equal(NetState.ProtocolState.GameServer_LoggedIn, ns._protocolState);
}
finally
{
ns.Dispose();
client.Close();
}
}
[SkippableFact]
public void HandleReceive_AfterABurstFillsTheInitialBuffer_KeepsReceiving()
{
NetTestHelpers.RequirePreAuthBuffers();
using var ping = NetTestHelpers.RegisterPing();
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
// One segment of pings fills the 4 KiB buffer (capacity is PhysicalSize - 1, odd, so the
// last ping straddles two completions); the parser consumes them all
var capacity = ns._socket.RecvBuffer.PhysicalSize - 1;
var pings = new byte[capacity + 1];
for (var i = 0; i < pings.Length; i += 2)
{
pings[i] = NetTestHelpers.PingPacketId;
pings[i + 1] = (byte)(i / 2);
}
client.Send(pings);
NetTestHelpers.SliceUntil(() => ns._socket.RecvBuffer.ReadableBytes == 0 && ns._receivedData);
Assert.True(ns.Running);
// Without a re-arm this ping never arrives
client.Send(new byte[] { NetTestHelpers.PingPacketId, 0xEE });
NetTestHelpers.SliceUntil(() => NetTestHelpers.LastPing == 0xEE);
Assert.True(ns.Running);
}
finally
{
ns.Dispose();
client.Close();
}
}
[SkippableFact]
public void HandleReceive_AccountAttachedMidParse_ThenOversizeHeader_WaitsForThePendingPromotion()
{
NetTestHelpers.RequirePreAuthBuffers();
using var attach = RegisterAttachAccount();
using var handler = RegisterVariableLength();
var ns = PacketTestUtilities.CreateTestNetState(out var client);
try
{
ns._protocolState = NetState.ProtocolState.GameServer_LoggedIn;
var declared = ns._socket.RecvBuffer.PhysicalSize;
// One send, one completion on loopback: the account packet promotes (deferred: a receive is
// armed), then the oversize header reaches the guard with that promotion pending. If the OS
// ever splits this into two completions instead, the first assertion block still holds — the
// header then hits the guard after the promotion already applied and simply waits on the
// 64 KiB buffer, so the test cannot flake, it just exercises the weaker path on that run.
client.Send(new byte[] { AttachAccountPacketId, 0x00, 0x00, TestPacketId, (byte)(declared >> 8), (byte)declared });
NetTestHelpers.SliceUntil(() => ns.Account != null);
Assert.True(ns.Running);
Assert.Equal(NetState.ProtocolState.GameServer_LoggedIn, ns._protocolState);
Assert.Equal(3, ns._socket.RecvBuffer.ReadableBytes); // the header waits, not rejected
// The next completion applies the promotion and the whole packet is delivered
client.Send(new byte[declared - 3]);
NetTestHelpers.SliceUntil(
() => ns._socket.RecvBuffer.ReadableBytes == 0 &&
ns._socket.RecvBuffer.PhysicalSize == NetState.RecvBufferSize
);
Assert.True(ns.Running);
}
finally
{
ns.Dispose();
client.Close();
}
}
}