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.
393 lines
12 KiB
C#
393 lines
12 KiB
C#
using System;
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using System.Collections.Generic;
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using System.Net;
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using Server.Accounting;
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using Server.Accounting.Security;
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using Server.Network;
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using Server.Tests.Network;
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using Xunit;
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namespace Server.Tests.Network.Packets;
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[Collection("Sequential UOContent Tests")]
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public class AuthIdTests : IDisposable
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{
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private static readonly IPAddress AddressX = IPAddress.Parse("203.0.113.10");
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private static readonly IPAddress AddressY = IPAddress.Parse("203.0.113.11");
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private readonly PasswordProtectionAlgorithm _originalAlgorithm = AccountSecurity.CurrentAlgorithm;
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public AuthIdTests()
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{
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AccountSecurity.CurrentAlgorithm = PasswordProtectionAlgorithm.Argon2;
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IncomingAccountPackets.ClearAuthIdWindow();
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}
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// The constructor registers each account in the process-wide Accounts table.
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private readonly List<Account> _created = [];
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public void Dispose()
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{
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for (var i = 0; i < _created.Count; i++)
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{
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_created[i].Delete();
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}
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IncomingAccountPackets.ClearAuthIdWindow();
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AccountSecurity.CurrentAlgorithm = _originalAlgorithm;
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}
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// Auth ids never read the password, so these accounts skip the Argon2 cost.
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private IAccount CreateAccount(string username)
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{
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AccountSecurity.CurrentAlgorithm = PasswordProtectionAlgorithm.SHA2;
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try
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{
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return TrackNewAccount(username);
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}
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finally
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{
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AccountSecurity.CurrentAlgorithm = PasswordProtectionAlgorithm.Argon2;
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}
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}
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// The game-login tests run the real password check, so they keep the configured algorithm.
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private IAccount CreateArgon2Account(string username) => TrackNewAccount(username);
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private Account TrackNewAccount(string username)
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{
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var account = new Account(username, "hunter2");
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_created.Add(account);
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return account;
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}
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private static int Register(IAccount account, IPAddress address) =>
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IncomingAccountPackets.RegisterAuthId(account, address, new ClientVersion(7, 0, 0, 0));
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[Fact]
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public void VouchesForTheAccountAndAddressItWasIssuedTo()
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{
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var account = CreateAccount("authid-match-user");
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var authId = Register(account, AddressX);
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var result = IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out var entry);
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Assert.Equal(IncomingAccountPackets.AuthIdResult.Vouched, result);
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Assert.Same(account, entry.Account);
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}
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[Fact]
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public void RejectsADifferentAccount()
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{
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var issued = CreateAccount("authid-owner-user");
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var other = CreateAccount("authid-other-user");
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var authId = Register(issued, AddressX);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Rejected,
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IncomingAccountPackets.ConsumeAuthId(authId, other.Username, AddressX, out _)
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);
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}
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[Fact]
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public void RejectsADifferentAddress()
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{
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var account = CreateAccount("authid-switch-user");
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var authId = Register(account, AddressX);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Rejected,
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IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressY, out _)
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);
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}
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[Fact]
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public void MatchesTheUsernameCaseInsensitively()
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{
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var account = CreateAccount("AuthId-Case-User");
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var authId = Register(account, AddressX);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Vouched,
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IncomingAccountPackets.ConsumeAuthId(authId, "authid-case-user", AddressX, out _)
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);
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}
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[Fact]
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public void MatchesAnIPv4MappedIPv6Address()
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{
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var account = CreateAccount("authid-mapped-user");
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var authId = Register(account, AddressX);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Vouched,
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IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX.MapToIPv6(), out _)
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);
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}
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[Fact]
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public void RejectsAnUnknownAuthId()
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{
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var account = CreateAccount("authid-unknown-user");
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var authId = Register(account, AddressX);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Rejected,
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IncomingAccountPackets.ConsumeAuthId(authId + 1, account.Username, AddressX, out _)
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);
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}
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[Fact]
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public void IsSingleUseAfterASuccess()
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{
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var account = CreateAccount("authid-once-user");
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var authId = Register(account, AddressX);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Vouched,
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IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out _)
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);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Rejected,
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IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out _)
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);
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}
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// A rejected attempt must not consume the id, or anyone landing on a live one could burn it and
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// force its owner to log in again.
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[Fact]
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public void SurvivesAnAttemptFromTheWrongAddress()
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{
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var account = CreateAccount("authid-not-burned-address-user");
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var authId = Register(account, AddressX);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Rejected,
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IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressY, out _)
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);
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Assert.Equal(1, IncomingAccountPackets.AuthIdWindowCount);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Vouched,
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IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out _)
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);
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}
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[Fact]
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public void SurvivesAnAttemptForTheWrongAccount()
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{
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var account = CreateAccount("authid-not-burned-account-user");
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var authId = Register(account, AddressX);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Rejected,
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IncomingAccountPackets.ConsumeAuthId(authId, "not-the-owner", AddressX, out _)
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);
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Assert.Equal(1, IncomingAccountPackets.AuthIdWindowCount);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Vouched,
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IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out _)
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);
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}
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[Fact]
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public void ARejectedAttemptYieldsNoEntry()
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{
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var account = CreateAccount("authid-no-leak-user");
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var authId = Register(account, AddressX);
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IncomingAccountPackets.ConsumeAuthId(authId, "not-the-owner", AddressX, out var entry);
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Assert.Null(entry.Account);
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}
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[Fact]
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public void AnExpiredIdIsSpentByItsOwner()
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{
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var account = CreateAccount("authid-expired-spent-user");
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var authId = Register(account, AddressX);
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var now = Core._now;
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try
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{
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Core._now = now + TimeSpan.FromMinutes(30.0);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Expired,
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IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out _)
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);
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Assert.Equal(0, IncomingAccountPackets.AuthIdWindowCount);
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}
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finally
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{
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Core._now = now;
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}
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}
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// Expiry is not a lockout. The game login always verified the password before any of this
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// existed, so falling back to that verify is the behaviour we started from.
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[Fact]
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public void ExpiresIntoAPasswordVerifyRatherThanARejection()
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{
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var account = CreateAccount("authid-expired-user");
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var authId = Register(account, AddressX);
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var now = Core._now;
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try
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{
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Core._now = now + TimeSpan.FromMinutes(30.0);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Expired,
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IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressX, out var entry)
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);
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// Still carries the client version the game login needs.
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Assert.Equal(new ClientVersion(7, 0, 0, 0), entry.Version);
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}
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finally
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{
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Core._now = now;
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}
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}
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[Fact]
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public void AnExpiredIdFromAnotherAddressIsStillRejected()
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{
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var account = CreateAccount("authid-expired-elsewhere-user");
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var authId = Register(account, AddressX);
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var now = Core._now;
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try
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{
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Core._now = now + TimeSpan.FromMinutes(30.0);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Rejected,
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IncomingAccountPackets.ConsumeAuthId(authId, account.Username, AddressY, out _)
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);
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}
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finally
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{
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Core._now = now;
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}
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}
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private static int Ensure(int existingAuthId, IAccount account, IPAddress address) =>
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IncomingAccountPackets.EnsureAuthId(
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existingAuthId,
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account,
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address,
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new ClientVersion(7, 0, 0, 0)
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);
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// Handing the same id back rather than minting another is what makes an orphan impossible,
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// instead of something to clean up afterwards.
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[Fact]
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public void ReSelectingReturnsTheSameIdAndAddsNothingToTheWindow()
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{
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var account = CreateAccount("authid-reselect-user");
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var first = Ensure(0, account, AddressX);
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for (var i = 0; i < 10; i++)
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{
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Assert.Equal(first, Ensure(first, account, AddressX));
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}
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Assert.Equal(1, IncomingAccountPackets.AuthIdWindowCount);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Vouched,
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IncomingAccountPackets.ConsumeAuthId(first, account.Username, AddressX, out _)
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);
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}
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[Fact]
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public void AbandonedIdsAreSweptWhenNewOnesAreIssued()
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{
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var abandoned = CreateAccount("authid-abandoned-user");
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var live = CreateAccount("authid-live-user");
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var now = Core._now;
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try
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{
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for (var i = 0; i < 128; i++)
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{
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Register(abandoned, AddressX);
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}
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Assert.Equal(128, IncomingAccountPackets.AuthIdWindowCount);
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Core._now = now + TimeSpan.FromMinutes(30.0);
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var liveId = Register(live, AddressX);
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Assert.Equal(1, IncomingAccountPackets.AuthIdWindowCount);
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Vouched,
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IncomingAccountPackets.ConsumeAuthId(liveId, live.Username, AddressX, out _)
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);
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}
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finally
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{
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Core._now = now;
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}
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}
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// A login rush is not a backlog. Every id belongs to a client on its way to redeem it, so none
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// may be discarded to hold the window at some arbitrary size.
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[Fact]
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public void ALoginRushDoesNotEvictAnyonesAuthId()
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{
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var account = CreateAccount("authid-rush-user");
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var ids = new int[800];
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for (var i = 0; i < ids.Length; i++)
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{
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ids[i] = Register(account, AddressX);
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}
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Assert.Equal(ids.Length, IncomingAccountPackets.AuthIdWindowCount);
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// Every id issued during the rush is still redeemable, including the first one.
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for (var i = 0; i < ids.Length; i++)
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{
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Assert.Equal(
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IncomingAccountPackets.AuthIdResult.Vouched,
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IncomingAccountPackets.ConsumeAuthId(ids[i], account.Username, AddressX, out _)
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);
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}
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}
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[Fact]
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public void PreAuthenticatedGameLogin_SkipsThePasswordCheck()
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{
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var account = CreateArgon2Account("authid-preauth-user");
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using var ns = PacketTestUtilities.CreateTestNetState();
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// A wrong password is accepted only because the auth id already vouched for the account.
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var e = new GameServer.GameLoginEventArgs(ns, account.Username, "wrong-password", true);
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GameServer.GameServerLoginEvent(e);
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Assert.True(e.Accepted);
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}
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[Fact]
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public void GameLoginWithoutPreAuthentication_StillChecksThePassword()
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{
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var account = CreateArgon2Account("authid-nopreauth-user");
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using var ns = PacketTestUtilities.CreateTestNetState();
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var wrong = new GameServer.GameLoginEventArgs(ns, account.Username, "wrong-password", false);
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GameServer.GameServerLoginEvent(wrong);
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Assert.False(wrong.Accepted);
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var right = new GameServer.GameLoginEventArgs(ns, account.Username, "hunter2", false);
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GameServer.GameServerLoginEvent(right);
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Assert.True(right.Accepted);
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}
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}
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