217 lines
9.4 KiB
C#
217 lines
9.4 KiB
C#
using System.Collections.Concurrent;
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using Microsoft.Extensions.Logging.Abstractions;
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using SVSim.EmulatedEntrypoint.Services;
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namespace SVSim.UnitTests.Services;
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/// <summary>
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/// Coverage for the end-then-begin lifecycle that fixes the "401 on second client launch"
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/// bug (audit: game-start-steam-ticket-401-on-client-restart-2026-05-23). The Facepunch
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/// SDK can't be mocked directly (static + process-global state), so these tests run against
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/// the <see cref="ISteamServer"/> wrapper via <see cref="FakeSteamServer"/>, which models the
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/// part of Steam's behavior we actually care about: a second BeginAuthSession for a steamId
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/// that already has an open session is rejected unless EndSession is called first.
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/// </summary>
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public class SteamSessionServiceTests
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{
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private const ulong AliceSteamId = 76_561_198_000_000_001UL;
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private const ulong BobSteamId = 76_561_198_000_000_002UL;
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private const string TicketA = "deadbeef";
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private const string TicketB = "cafef00d";
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[Test]
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public void IsTicketValidForUser_first_call_invokes_BeginAuthSession()
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{
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var steam = new FakeSteamServer();
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using var svc = new SteamSessionService(steam, NullLogger<SteamSessionService>.Instance);
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Assert.That(svc.IsTicketValidForUser(TicketA, AliceSteamId), Is.True);
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Assert.That(steam.BeginCallCount, Is.EqualTo(1));
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Assert.That(steam.EndCallCount, Is.EqualTo(0));
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}
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[Test]
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public void IsTicketValidForUser_cache_hit_skips_steam_call()
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{
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var steam = new FakeSteamServer();
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using var svc = new SteamSessionService(steam, NullLogger<SteamSessionService>.Instance);
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Assert.That(svc.IsTicketValidForUser(TicketA, AliceSteamId), Is.True);
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Assert.That(svc.IsTicketValidForUser(TicketA, AliceSteamId), Is.True);
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Assert.That(svc.IsTicketValidForUser(TicketA, AliceSteamId), Is.True);
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Assert.That(steam.BeginCallCount, Is.EqualTo(1), "Same ticket bytes should not re-call BeginAuthSession.");
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}
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[Test]
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public void IsTicketValidForUser_cache_hit_with_wrong_steamId_returns_false()
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{
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var steam = new FakeSteamServer();
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using var svc = new SteamSessionService(steam, NullLogger<SteamSessionService>.Instance);
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Assert.That(svc.IsTicketValidForUser(TicketA, AliceSteamId), Is.True);
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// Same ticket bytes presented for a different steamId — must reject without re-asking Steam.
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Assert.That(svc.IsTicketValidForUser(TicketA, BobSteamId), Is.False);
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Assert.That(steam.BeginCallCount, Is.EqualTo(1));
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}
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[Test]
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public void IsTicketValidForUser_new_ticket_same_steamId_ends_prior_session_and_begins_new()
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{
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// This is the audit-doc regression: client restart → new ticket bytes → same steamId.
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// Without the end-then-begin, the second BeginAuthSession returns DuplicateRequest
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// (false in Facepunch 2.3.3) and the user gets 401 until the server restarts.
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var steam = new FakeSteamServer();
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using var svc = new SteamSessionService(steam, NullLogger<SteamSessionService>.Instance);
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Assert.That(svc.IsTicketValidForUser(TicketA, AliceSteamId), Is.True, "first launch must succeed");
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Assert.That(svc.IsTicketValidForUser(TicketB, AliceSteamId), Is.True, "second launch must succeed (this is the bug)");
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Assert.That(steam.BeginCallCount, Is.EqualTo(2));
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Assert.That(steam.EndCallCount, Is.EqualTo(1), "EndSession must be called between the two Begin calls");
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Assert.That(steam.EndedSteamIds.Single(), Is.EqualTo(AliceSteamId));
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}
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[Test]
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public void IsTicketValidForUser_does_not_end_session_for_different_steamId()
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{
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// Two different users authenticating shouldn't trigger any EndSession — sessions are
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// per-steamId, so Bob's login has no bearing on Alice's lease.
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var steam = new FakeSteamServer();
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using var svc = new SteamSessionService(steam, NullLogger<SteamSessionService>.Instance);
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Assert.That(svc.IsTicketValidForUser(TicketA, AliceSteamId), Is.True);
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Assert.That(svc.IsTicketValidForUser(TicketB, BobSteamId), Is.True);
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Assert.That(steam.EndCallCount, Is.EqualTo(0));
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}
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[Test]
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public void IsTicketValidForUser_empty_ticket_returns_false_without_calling_steam()
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{
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var steam = new FakeSteamServer();
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using var svc = new SteamSessionService(steam, NullLogger<SteamSessionService>.Instance);
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Assert.That(svc.IsTicketValidForUser("", AliceSteamId), Is.False);
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Assert.That(svc.IsTicketValidForUser(null!, AliceSteamId), Is.False);
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Assert.That(steam.InitializeCallCount, Is.EqualTo(0));
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Assert.That(steam.BeginCallCount, Is.EqualTo(0));
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}
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[Test]
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public void IsTicketValidForUser_when_steam_rejects_does_not_cache()
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{
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var steam = new FakeSteamServer { RejectAllBegins = true };
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using var svc = new SteamSessionService(steam, NullLogger<SteamSessionService>.Instance);
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Assert.That(svc.IsTicketValidForUser(TicketA, AliceSteamId), Is.False);
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// After rejection, a retry with the same ticket should ask Steam again, not return false from cache.
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Assert.That(svc.IsTicketValidForUser(TicketA, AliceSteamId), Is.False);
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Assert.That(steam.BeginCallCount, Is.EqualTo(2), "rejected tickets must not be cached");
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}
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[Test]
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public void Dispose_ends_all_active_sessions_then_shuts_down()
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{
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var steam = new FakeSteamServer();
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var svc = new SteamSessionService(steam, NullLogger<SteamSessionService>.Instance);
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svc.IsTicketValidForUser(TicketA, AliceSteamId);
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svc.IsTicketValidForUser(TicketB, BobSteamId);
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svc.Dispose();
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Assert.That(steam.EndedSteamIds, Is.EquivalentTo(new[] { AliceSteamId, BobSteamId }));
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Assert.That(steam.ShutdownCallCount, Is.EqualTo(1));
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}
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[Test]
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public async Task Concurrent_calls_for_same_steamId_serialize_through_the_per_user_lock()
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{
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// Race: two threads call IsTicketValidForUser simultaneously with DIFFERENT tickets
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// for the same steamId. Without per-user serialization both Begins race past the
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// active-session check and one of them ends up with Steam in an inconsistent state
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// (DuplicateRequest, or worse, the wrong ticket persisted as "active"). The
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// post-condition we assert: BeginAuthSession was called twice with exactly one
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// EndSession between them — never two Begins back-to-back with no End.
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var steam = new FakeSteamServer { DelayBeginByMilliseconds = 25 };
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using var svc = new SteamSessionService(steam, NullLogger<SteamSessionService>.Instance);
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var t1 = Task.Run(() => svc.IsTicketValidForUser(TicketA, AliceSteamId));
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var t2 = Task.Run(() => svc.IsTicketValidForUser(TicketB, AliceSteamId));
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bool[] results = await Task.WhenAll(t1, t2);
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Assert.That(results, Is.All.True);
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Assert.That(steam.BeginCallCount, Is.EqualTo(2));
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Assert.That(steam.EndCallCount, Is.EqualTo(1));
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Assert.That(steam.OperationOrder, Is.EqualTo(new[] { "Begin", "End", "Begin" }),
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"Operations must be serialized per-steamId: Begin → (replace) → End → Begin.");
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}
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/// <summary>
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/// In-memory <see cref="ISteamServer"/> that models the part of Steam's behavior our
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/// production code defends against: BeginAuthSession returns false (Facepunch's
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/// collapsed representation of DuplicateRequest) when the steamId already has an open
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/// session.
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/// </summary>
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private sealed class FakeSteamServer : ISteamServer
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{
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private readonly object _gate = new();
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private readonly HashSet<ulong> _openSessions = new();
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private readonly List<string> _operationOrder = new();
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private readonly List<ulong> _endedSteamIds = new();
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public int InitializeCallCount { get; private set; }
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public int BeginCallCount { get; private set; }
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public int EndCallCount { get; private set; }
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public int ShutdownCallCount { get; private set; }
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public bool RejectAllBegins { get; set; }
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public int DelayBeginByMilliseconds { get; set; }
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public IReadOnlyList<ulong> EndedSteamIds => _endedSteamIds;
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public IReadOnlyList<string> OperationOrder => _operationOrder;
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public void Initialize(int appId)
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{
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lock (_gate) InitializeCallCount++;
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}
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public bool BeginAuthSession(byte[] ticket, ulong steamId)
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{
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if (DelayBeginByMilliseconds > 0) Thread.Sleep(DelayBeginByMilliseconds);
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lock (_gate)
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{
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BeginCallCount++;
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_operationOrder.Add("Begin");
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if (RejectAllBegins) return false;
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if (!_openSessions.Add(steamId))
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{
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// Duplicate request — Steam's failure mode for "this steamId already
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// has an open session and you didn't EndSession first".
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return false;
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}
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return true;
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}
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}
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public void EndSession(ulong steamId)
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{
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lock (_gate)
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{
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EndCallCount++;
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_operationOrder.Add("End");
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_endedSteamIds.Add(steamId);
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_openSessions.Remove(steamId);
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}
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}
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public void Shutdown()
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{
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lock (_gate)
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{
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ShutdownCallCount++;
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_openSessions.Clear();
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}
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}
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}
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}
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