Claude fixes
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1 changed files with 2086 additions and 205 deletions
319
test/connection-lifecycle.test.ts
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319
test/connection-lifecycle.test.ts
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// Drives the real GameServer through a fake socket.io to cover the connection
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// lifecycle: the join guard, refusal reasons, and reconnect. None of this is
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// reachable from a unit test of any single class, and it is where the audit
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// found the most severe defects.
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import { describe, it, expect, beforeEach, vi } from 'vitest';
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import { createRequire } from 'node:module';
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import { GameServer } from '../backend/src/game-server';
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import { defaultOptions } from '../backend/src/default-options';
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const require = createRequire(import.meta.url);
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const shared = require('../shared/lib/main.js');
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const { applyArrayPlugins, Random, TransportEvents, JoinRejectionReason, settings } =
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shared;
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applyArrayPlugins();
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class FakeSocket {
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public readonly sent: Array<{ event: string; payload: unknown }> = [];
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public disconnected = false;
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private handlers = new Map<string, Array<(...args: never[]) => void>>();
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public on(event: string, handler: (...args: never[]) => void) {
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const list = this.handlers.get(event) ?? [];
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list.push(handler);
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this.handlers.set(event, list);
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}
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public off(event: string, handler: (...args: never[]) => void) {
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this.handlers.set(
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event,
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(this.handlers.get(event) ?? []).filter((h) => h !== handler),
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);
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}
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public emit(event: string, payload?: unknown) {
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this.sent.push({ event, payload });
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}
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public join() {}
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public disconnect() {
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this.disconnected = true;
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}
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/** Number of listeners the server has attached for an event. */
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public listenerCount(event: string): number {
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return (this.handlers.get(event) ?? []).length;
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}
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public fire(event: string, ...args: unknown[]) {
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for (const handler of [...(this.handlers.get(event) ?? [])]) {
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(handler as (...a: unknown[]) => void)(...args);
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}
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}
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public lastPayloadFor(event: string): unknown {
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return [...this.sent].reverse().find((m) => m.event === event)?.payload;
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}
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}
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class FakeIo {
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public connect?: (socket: FakeSocket) => void;
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public on(event: string, handler: (socket: FakeSocket) => void) {
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if (event === 'connection') {
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this.connect = handler;
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}
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}
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public to() {
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return { emit: () => undefined };
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}
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}
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const startServer = (overrides: Partial<typeof defaultOptions> = {}) => {
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const io = new FakeIo();
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const server = new GameServer(io as never, {
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...defaultOptions,
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seed: 1,
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...overrides,
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});
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const attach = () => {
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const socket = new FakeSocket();
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io.connect!(socket);
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return socket;
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};
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return { server, attach };
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};
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beforeEach(() => {
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Random.seed = 1;
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});
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describe('join guard', () => {
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// One socket used to be able to emit PlayerJoining as often as it liked, each
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// pass spawning another Player and stacking another set of listeners, until it
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// held every slot on the server.
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it('accepts exactly one join per connection', () => {
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const { server, attach } = startServer({ playerLimit: 4, npcCount: 1 });
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const socket = attach();
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for (let i = 0; i < 8; i++) {
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socket.fire(TransportEvents.PlayerJoining, { name: 'greedy' });
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}
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expect(server.serverInfo.playerCount).toBe(1);
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expect(socket.listenerCount(TransportEvents.PlayerToServer)).toBe(1);
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expect(socket.listenerCount('disconnect')).toBe(1);
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expect(socket.lastPayloadFor(TransportEvents.JoinRejected)).toBe(
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JoinRejectionReason.AlreadyJoined,
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);
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});
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it('leaves room for everyone else', () => {
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const { server, attach } = startServer({ playerLimit: 4, npcCount: 1 });
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const hog = attach();
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for (let i = 0; i < 8; i++) {
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hog.fire(TransportEvents.PlayerJoining, { name: 'greedy' });
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}
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const other = attach();
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other.fire(TransportEvents.PlayerJoining, { name: 'someone else' });
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expect(server.serverInfo.playerCount).toBe(2);
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expect(other.disconnected).toBe(false);
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});
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it('says why instead of hanging up silently when full', () => {
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const { attach } = startServer({ playerLimit: 1, npcCount: 0 });
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attach().fire(TransportEvents.PlayerJoining, { name: 'first' });
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const refused = attach();
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refused.fire(TransportEvents.PlayerJoining, { name: 'second' });
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expect(refused.lastPayloadFor(TransportEvents.JoinRejected)).toBe(
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JoinRejectionReason.ServerFull,
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);
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});
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});
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describe('hostile payloads', () => {
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it('survives a name that is not a string, without leaking a bot', () => {
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const { server, attach } = startServer({ playerLimit: 4, npcCount: 2 });
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for (let i = 0; i < 4; i++) {
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attach().fire(TransportEvents.PlayerJoining, { name: ['CharacterBase'] });
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}
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// The joins are accepted (the name is coerced) and no bot is stranded.
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expect(server.serverInfo.playerCount).toBe(4);
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});
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it('ignores an oversized command batch instead of parsing it', () => {
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const { attach } = startServer({ playerLimit: 4, npcCount: 0 });
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const socket = attach();
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socket.fire(TransportEvents.PlayerJoining, { name: 'sender' });
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// Would previously be handed straight to JSON.parse on the physics thread.
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expect(() =>
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socket.fire(TransportEvents.PlayerToServer, 'x'.repeat(2 * 1024 * 1024)),
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).not.toThrow();
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});
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});
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describe('reconnect', () => {
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// A transport blip used to end the match: the client tore itself down and the
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// server deleted the character, with no way back to the same player.
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it('hands out a token on join and honours it on the way back', () => {
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const { server, attach } = startServer({ playerLimit: 4, npcCount: 0 });
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const first = attach();
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first.fire(TransportEvents.PlayerJoining, { name: 'flaky' });
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const token = first.lastPayloadFor(TransportEvents.PlayerJoined);
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expect(typeof token).toBe('string');
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first.fire('disconnect');
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expect(server.serverInfo.playerCount).toBe(0);
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const second = attach();
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second.fire(TransportEvents.PlayerJoining, { name: 'flaky', reconnectToken: token });
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expect(server.serverInfo.playerCount).toBe(1);
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expect(second.disconnected).toBe(false);
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expect(second.lastPayloadFor(TransportEvents.JoinRejected)).toBeUndefined();
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// A fresh token for the new session, so the old one cannot be replayed.
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expect(second.lastPayloadFor(TransportEvents.PlayerJoined)).not.toBe(token);
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});
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it('treats an unknown token as an ordinary first join', () => {
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const { server, attach } = startServer({ playerLimit: 4, npcCount: 0 });
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const socket = attach();
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socket.fire(TransportEvents.PlayerJoining, {
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name: 'stranger',
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reconnectToken: 'not-a-real-token',
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});
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expect(server.serverInfo.playerCount).toBe(1);
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expect(socket.lastPayloadFor(TransportEvents.JoinRejected)).toBeUndefined();
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});
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});
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describe('inbound rate limiting', () => {
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// The bucket exists to survive a flood, but a dropped batch is LOST input,
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// not delayed input: movement is edge-triggered and nothing is ever re-sent,
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// so a discarded batch means the direction change simply never happened. The
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// ceiling used to be 120/s on the assumption of "one batch per frame", which
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// any display above 120 Hz exceeds outright — after the burst was spent, a
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// 144 Hz client had roughly one batch in six silently swallowed.
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//
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// Each message that gets past the limiter is unparseable and so logs exactly
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// once, which counts admissions without reaching into the server.
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const admitted = (socket: { fire: (e: string, p: string) => void }, count: number) => {
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const spy = vi.spyOn(console, 'error').mockImplementation(() => undefined);
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for (let i = 0; i < count; i++) {
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socket.fire(TransportEvents.PlayerToServer, '{');
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}
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const seen = spy.mock.calls.length;
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spy.mockRestore();
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return seen;
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};
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// The allowance has to sit well clear of what a well-behaved client actually
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// sends, or the limiter eats gameplay input instead of floods. It used to be
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// 120/s against a client that sent once per rendered frame — a ratio below 1
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// for anyone on a 144 Hz display.
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it('allows several times what a well-behaved client sends', () => {
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const clientMessagesPerSecond = 1 / settings.clientSendInterval;
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expect(settings.maxInboundMessagesPerSecond).toBeGreaterThanOrEqual(
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clientMessagesPerSecond * 4,
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);
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expect(settings.maxInboundMessageBurst).toBeGreaterThanOrEqual(
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settings.maxInboundMessagesPerSecond,
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);
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});
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it('does not drop a second of a real client arriving at once', () => {
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const { attach } = startServer({ playerLimit: 4, npcCount: 0 });
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const socket = attach();
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socket.fire(TransportEvents.PlayerJoining, { name: 'player' });
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// The paced heartbeat plus a generous allowance for discrete input events.
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const oneSecond = Math.ceil(1 / settings.clientSendInterval) + 100;
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expect(admitted(socket, oneSecond)).toBe(oneSecond);
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});
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it('still clamps an actual flood', () => {
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const { attach } = startServer({ playerLimit: 4, npcCount: 0 });
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const socket = attach();
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socket.fire(TransportEvents.PlayerJoining, { name: 'flooder' });
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const flood = settings.maxInboundMessageBurst * 4;
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expect(admitted(socket, flood)).toBeLessThan(flood);
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});
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});
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describe('reconnect tokens', () => {
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// They used to be minted from `Random` — the seeded Mulberry32 stream shared
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// with world generation, NPC decisions and planet spin, the last of which is
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// streamed to every client. That made them guessable, and made every draw
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// after a join shift, so a seed no longer reproduced a match.
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const tokenFromFreshServer = () => {
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Random.seed = 1;
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const { attach } = startServer({ playerLimit: 4, npcCount: 0, seed: 1 });
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const socket = attach();
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socket.fire(TransportEvents.PlayerJoining, { name: 'player' });
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return socket.lastPayloadFor(TransportEvents.PlayerJoined) as string;
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};
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it('does not derive them from the seeded gameplay stream', () => {
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expect(tokenFromFreshServer()).not.toBe(tokenFromFreshServer());
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});
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// Shape, because that is what distinguishes the two sources: 122 random bits
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// from the platform CSPRNG, rather than a counter and one 32-bit draw off the
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// gameplay stream. Minting from `Random` also advanced the stream the world
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// generator runs on, so the same seed stopped replaying the same match — but
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// that is not assertable here: this harness seeds a different instance of the
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// shared bundle than the server source resolves.
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it('mints them from the platform CSPRNG, not the gameplay stream', () => {
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const { attach } = startServer({ playerLimit: 4, npcCount: 0 });
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const socket = attach();
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socket.fire(TransportEvents.PlayerJoining, { name: 'player' });
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expect(socket.lastPayloadFor(TransportEvents.PlayerJoined)).toMatch(
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/^[0-9a-f]{8}-[0-9a-f]{4}-4[0-9a-f]{3}-[89ab][0-9a-f]{3}-[0-9a-f]{12}$/,
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);
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});
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});
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describe('socket listeners', () => {
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// The Player registers its own Pong listener, so nothing else knew to take it
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// off. A socket outlives the round it joined, so the retired Player stayed
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// reachable — and kept updating its RTT — through a listener nobody removed.
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it('takes every listener back off when the player drops', () => {
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const { attach } = startServer({ playerLimit: 4, npcCount: 0 });
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const socket = attach();
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socket.fire(TransportEvents.PlayerJoining, { name: 'leaver' });
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expect(socket.listenerCount(TransportEvents.Pong)).toBe(1);
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socket.fire('disconnect');
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expect(socket.listenerCount(TransportEvents.Pong)).toBe(0);
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expect(socket.listenerCount(TransportEvents.PlayerToServer)).toBe(1);
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});
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it('does not stack a listener per reconnect', () => {
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const { attach } = startServer({ playerLimit: 4, npcCount: 0 });
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for (let i = 0; i < 5; i++) {
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const socket = attach();
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socket.fire(TransportEvents.PlayerJoining, { name: 'flaky' });
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expect(socket.listenerCount(TransportEvents.Pong)).toBe(1);
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socket.fire('disconnect');
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}
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});
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});
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