Boots SVSimTestFactory (in-memory SQLite + reference-data CSV import), mints a battle via IMatchingBridge, opens a raw Socket.IO v2 client against the in-process TestServer, drives InitNetwork → Loaded → Swap, and asserts the right scripted frames come back in order. Verifies the full transport stack end-to-end: EIO3+SIO2 framing, encryptForNode codec, MsgPayloadCodec roundtrip, InboundTracker pubSeq dedup + ack echo, OutboundSequencer playSeq assignment, and ScriptedLifecycle's Path-A frame builders. Note: RawSocketIoTestClient.DisposeAsync skips the graceful CloseAsync handshake — TestServer's in-process WebSocket implementation can hang on it. Abrupt Dispose is fine: the server's ReceiveAsync throws WebSocketException, BattleSession.RunAsync returns, and the handler completes. Co-Authored-By: Claude Opus 4.7 <noreply@anthropic.com>
119 lines
4.4 KiB
C#
119 lines
4.4 KiB
C#
using System.Net.WebSockets;
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using System.Text;
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using MessagePack;
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using SVSim.BattleNode.Protocol;
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using SVSim.BattleNode.Wire;
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namespace SVSim.UnitTests.BattleNode.Integration;
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/// <summary>
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/// Minimal raw-WS Socket.IO v2 client for integration testing. Knows enough to send msg events
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/// with one binary attachment, receive synchronize pushes, and ack-callback echo. Takes a
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/// connected <see cref="WebSocket"/> (typically from <c>TestServer.CreateWebSocketClient()</c>).
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/// </summary>
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internal sealed class RawSocketIoTestClient : IAsyncDisposable
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{
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private readonly WebSocket _ws;
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private int _nextAckId = 1;
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public RawSocketIoTestClient(WebSocket connectedWebSocket) => _ws = connectedWebSocket;
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public async Task ConsumeHandshakeAsync(CancellationToken ct = default)
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{
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// Receive and discard the EIO Open frame the server sent on connect.
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await ReceiveTextAsync(ct);
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}
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public async Task<MsgEnvelope> ReceiveSynchronizeAsync(CancellationToken ct = default)
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{
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while (true)
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{
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var text = await ReceiveTextAsync(ct);
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var eio = EngineIoFrame.Parse(text);
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if (eio.Type == EngineIoPacketType.Ping)
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{
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await SendTextAsync("3", ct);
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continue;
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}
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if (eio.Type != EngineIoPacketType.Message) continue;
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var sioHeader = SocketIoFrame.Parse(eio.Payload);
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if (sioHeader.AttachmentCount == 0)
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{
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// Could be an ack — ignore.
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continue;
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}
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var attachments = new List<byte[]>();
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for (var i = 0; i < sioHeader.AttachmentCount; i++)
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attachments.Add(await ReceiveBinaryAsync(ct));
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var assembled = sioHeader.WithAttachments(attachments);
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return MsgPayloadCodec.Decode(assembled.BinaryAttachments[0]);
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}
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}
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public async Task SendMsgAsync(MsgEnvelope env, string key, CancellationToken ct = default)
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{
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var bytes = MsgPayloadCodec.Encode(env, key);
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var sio = SocketIoFrame.BinaryEventWithAttachments("msg", new[] { bytes });
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var (text, bins) = sio.Encode();
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// Insert ack id for ackable emits (those with pubSeq).
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if (env.PubSeq.HasValue)
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{
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var id = _nextAckId++;
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// Re-encode with ackId by hand: type + N + - + id + json
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text = $"5{bins.Count}-{id}{text.Substring(text.IndexOf('['))}";
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}
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await SendTextAsync($"{(int)EngineIoPacketType.Message}{text}", ct);
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foreach (var b in bins)
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await _ws.SendAsync(b, WebSocketMessageType.Binary, true, ct);
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}
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private async Task<string> ReceiveTextAsync(CancellationToken ct)
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{
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using var ms = new MemoryStream();
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var buffer = new byte[8192];
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WebSocketReceiveResult result;
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do
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{
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result = await _ws.ReceiveAsync(buffer, ct);
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ms.Write(buffer, 0, result.Count);
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} while (!result.EndOfMessage);
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return Encoding.UTF8.GetString(ms.ToArray());
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}
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private async Task<byte[]> ReceiveBinaryAsync(CancellationToken ct)
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{
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using var ms = new MemoryStream();
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var buffer = new byte[8192];
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WebSocketReceiveResult result;
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do
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{
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result = await _ws.ReceiveAsync(buffer, ct);
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ms.Write(buffer, 0, result.Count);
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} while (!result.EndOfMessage);
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return ms.ToArray();
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}
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private Task SendTextAsync(string text, CancellationToken ct)
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{
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var bytes = Encoding.UTF8.GetBytes(text);
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return _ws.SendAsync(bytes, WebSocketMessageType.Text, true, ct);
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}
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public ValueTask DisposeAsync()
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{
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// TestServer's in-process WebSocket doesn't always complete the graceful Close
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// handshake — it can hang the test host shutdown. Abrupt dispose is fine for tests:
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// the server-side ReceiveAsync throws WebSocketException, BattleSession.RunAsync
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// returns, and the handler completes.
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_ws.Dispose();
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return ValueTask.CompletedTask;
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}
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}
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// Note on attachments: the SocketIO v2 protocol can split binary attachments across multiple WS
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// frames, but in practice BestHTTP / our codec emits one attachment per binary WS frame, so the
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// receive loop assumes that ordering. If integration tests start to flake on multi-attachment
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// pushes, revisit ReceiveBinaryAsync to handle multi-frame attachments.
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