Files
SVSimServer/SVSim.UnitTests/Services/SteamSessionServiceTests.cs
2026-05-24 00:17:28 -04:00

217 lines
9.4 KiB
C#

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