Files
voxelforge/tests/testNetSession.cpp
T
2026-09-12 15:08:59 +02:00

313 lines
11 KiB
C++

#include "testHarness.h"
#include "vf/NetSession.h"
#include <cstdint>
#include <string>
#include <vector>
using namespace vf;
namespace {
struct Lcg {
uint64_t state;
explicit Lcg(uint64_t seed) : state(seed | 1ull) {}
uint32_t next() {
state = state * 6364136223846793005ull + 1442695040888963407ull;
return static_cast<uint32_t>(state >> 32);
}
int range(int n) { return static_cast<int>(next() % static_cast<uint32_t>(n)); }
};
// Deterministic terrain in the chunk plane y = 0, so both ends have something
// substantial to disagree about if replication is wrong.
void buildTerrain(World& world, int columnsRadius) {
Lcg rng(0x51ed270b);
const Block palette[5] = {Block::Stone, Block::Dirt, Block::Grass, Block::Sand, Block::Gravel};
for (int cx = -columnsRadius; cx <= columnsRadius; ++cx) {
for (int cz = -columnsRadius; cz <= columnsRadius; ++cz) {
Chunk& chunk = world.ensureChunk(Vec3i{cx, 0, cz});
for (int x = 0; x < chunkSize; ++x) {
for (int z = 0; z < chunkSize; ++z) {
int height = 4 + rng.range(9);
for (int y = 0; y < height; ++y)
chunk.set(x, y, z, palette[rng.range(5)]);
}
}
}
}
}
// Canonical over the whole world: chunk coordinates are sorted before hashing,
// so the digest does not inherit the hash map's iteration order.
uint64_t worldDigest(const World& world, const std::vector<Vec3i>& coords) {
ByteWriter stream;
for (const Vec3i& coord : coords) {
const Chunk* chunk = world.chunkAt(coord);
if (!chunk) continue;
stream.putU32(static_cast<uint32_t>(coord.x));
stream.putU32(static_cast<uint32_t>(coord.y));
stream.putU32(static_cast<uint32_t>(coord.z));
for (Block block : chunk->raw()) stream.putU8(static_cast<uint8_t>(block));
}
return fnv1a64(stream.bytes().data(), stream.bytes().size());
}
std::vector<Vec3i> sortedCoords(const std::unordered_set<Vec3i, Vec3iHash>& set) {
std::vector<Vec3i> coords(set.begin(), set.end());
for (std::size_t i = 1; i < coords.size(); ++i) {
Vec3i key = coords[i];
std::size_t j = i;
while (j > 0 && (coords[j - 1].y > key.y ||
(coords[j - 1].y == key.y &&
(coords[j - 1].z > key.z ||
(coords[j - 1].z == key.z && coords[j - 1].x > key.x))))) {
coords[j] = coords[j - 1];
--j;
}
coords[j] = key;
}
return coords;
}
// Both ends of one connection, wired through a single loopback link.
struct Pair {
LoopbackLink link;
Transport serverTransport;
Transport clientTransport;
NetSession server;
NetSession client;
World serverWorld;
World clientWorld;
ServerChunkSync sync;
Pair(const LinkQuality& quality, const TransportConfig& transportConfig,
const SessionConfig& sessionConfig)
: link(quality),
serverTransport(link, 0, transportConfig),
clientTransport(link, 1, transportConfig),
server(serverTransport, NetSession::Role::Server, sessionConfig),
client(clientTransport, NetSession::Role::Client, sessionConfig) {
server.attachWorld(serverWorld);
server.attachChunkSync(sync);
server.setEntityId(7);
client.attachWorld(clientWorld);
}
void step(uint64_t tick) {
server.receive(tick);
server.send(tick);
client.receive(tick);
client.send(tick);
}
// Server edit: authoritative world, dirty feed, and this session's own
// per-chunk work list all move together.
void edit(int gx, int gy, int gz, Block block) {
serverWorld.setBlock(gx, gy, gz, block);
Vec3i coord{floorDiv(gx, chunkSize), floorDiv(gy, chunkSize), floorDiv(gz, chunkSize)};
sync.markDirty(coord, floorMod(gx, chunkSize), floorMod(gy, chunkSize),
floorMod(gz, chunkSize));
server.markChunkDirty(coord);
}
void clearDirty() { sync.clearAll(); }
};
SessionConfig quietConfig() {
SessionConfig config;
config.viewRadius = 2;
config.chunksPerTick = 3;
config.keepAliveIntervalTicks = 20;
config.keepAliveTimeoutTicks = 1000000;
return config;
}
} // namespace
VF_TEST(handshakeAndLoginCarryBothEndsOfTheSessionIntoThePlayPhase) {
LinkQuality quality;
quality.latencyTicks = 1;
TransportConfig transportConfig;
Pair pair(quality, transportConfig, quietConfig());
CHECK(pair.server.phase() == SessionPhase::Handshake);
CHECK(pair.client.phase() == SessionPhase::Handshake);
pair.client.beginHandshake("vulp", 0x1111222233334444ull, 0x5555666677778888ull);
CHECK(pair.client.phase() == SessionPhase::Login);
for (uint64_t tick = 0; tick < 12; ++tick) pair.step(tick);
CHECK(pair.server.phase() == SessionPhase::Play);
CHECK(pair.client.phase() == SessionPhase::Play);
CHECK(pair.server.playerName() == "vulp");
CHECK_EQ(pair.server.uuidHigh(), 0x1111222233334444ull);
CHECK_EQ(pair.client.entityId(), 7);
CHECK(pair.server.disconnectReason().empty());
}
VF_TEST(aPlayPacketArrivingBeforeLoginEndsTheSessionWithAReasonInsteadOfCrashing) {
LinkQuality quality;
quality.latencyTicks = 1;
TransportConfig transportConfig;
Pair pair(quality, transportConfig, quietConfig());
// A well-formed PlayerState sent straight at a server still in handshake.
PlayerState early;
early.x = 12.0f;
early.y = 40.0f;
early.z = -3.0f;
early.health = 20.0f;
PacketWriter body;
early.encode(body);
ByteWriter stream;
writeFramed(stream, PacketId::PlayerState, body);
pair.clientTransport.sendReliable(stream.bytes());
for (uint64_t tick = 0; tick < 10; ++tick) pair.step(tick);
CHECK(pair.server.phase() == SessionPhase::Disconnected);
CHECK(pair.server.disconnectReason() == "packet out of phase");
CHECK_EQ(pair.server.stats().packetsRejected, static_cast<uint64_t>(1));
CHECK(!pair.server.timedOut());
CHECK_EQ(pair.server.view().position.x, 0.0f);
}
VF_TEST(aJoinGameArrivingAfterTheClientIsAlreadyPlayingIsRejected) {
LinkQuality quality;
quality.latencyTicks = 1;
TransportConfig transportConfig;
Pair pair(quality, transportConfig, quietConfig());
pair.client.beginHandshake("vulp", 1, 2);
for (uint64_t tick = 0; tick < 10; ++tick) pair.step(tick);
CHECK(pair.client.phase() == SessionPhase::Play);
JoinGame again;
again.entityId = 99;
again.levelType = "default";
PacketWriter body;
again.encode(body);
ByteWriter stream;
writeFramed(stream, PacketId::JoinGame, body);
pair.serverTransport.sendReliable(stream.bytes());
for (uint64_t tick = 10; tick < 20; ++tick) pair.step(tick);
CHECK(pair.client.phase() == SessionPhase::Disconnected);
CHECK(pair.client.disconnectReason() == "packet out of phase");
CHECK_EQ(pair.client.entityId(), 7);
}
VF_TEST(theServerDisconnectsAClientThatStopsAnsweringKeepAlive) {
LinkQuality quality;
quality.latencyTicks = 1;
TransportConfig transportConfig;
SessionConfig config = quietConfig();
config.keepAliveIntervalTicks = 5;
config.keepAliveTimeoutTicks = 30;
Pair pair(quality, transportConfig, config);
pair.client.beginHandshake("vulp", 1, 2);
for (uint64_t tick = 0; tick < 60; ++tick) pair.step(tick);
CHECK(pair.server.phase() == SessionPhase::Play);
CHECK(pair.server.stats().keepAlivesSent > 5u);
CHECK(!pair.server.timedOut());
// The client goes silent: the server keeps ticking on its own.
for (uint64_t tick = 60; tick < 130; ++tick) {
pair.server.receive(tick);
pair.server.send(tick);
}
CHECK(pair.server.phase() == SessionPhase::Disconnected);
CHECK(pair.server.timedOut());
CHECK(pair.server.disconnectReason() == "keep alive timeout");
}
VF_TEST(chunksAreStreamedNearestFirstAndNeverMoreThanTheTickBudget) {
LinkQuality quality;
quality.latencyTicks = 1;
TransportConfig transportConfig;
SessionConfig config = quietConfig();
config.chunksPerTick = 2;
Pair pair(quality, transportConfig, config);
buildTerrain(pair.serverWorld, 3);
pair.server.view().position = Vec3{8.0f, 8.0f, 8.0f};
pair.client.beginHandshake("vulp", 1, 2);
for (uint64_t tick = 0; tick < 6; ++tick) pair.step(tick);
CHECK(pair.server.phase() == SessionPhase::Play);
uint64_t afterFirstTicks = pair.server.stats().chunksSent;
CHECK(afterFirstTicks > 0u);
CHECK(afterFirstTicks <= 2u * 6u);
// The chunk the player stands in must be among the first handful sent.
CHECK(pair.server.view().hasChunk(Vec3i{0, 0, 0}));
CHECK(!pair.server.view().hasChunk(Vec3i{2, 0, 2}));
for (uint64_t tick = 6; tick < 60; ++tick) pair.step(tick);
CHECK_EQ(pair.server.view().pendingCount(), static_cast<std::size_t>(0));
// The sphere of radius 2 holds 33 chunk slots, only 13 of which exist in
// the y = 0 plane, so exactly those get snapshots.
CHECK_EQ(pair.server.stats().chunksSent, static_cast<uint64_t>(13));
CHECK_EQ(pair.client.stats().chunksApplied, static_cast<uint64_t>(13));
CHECK_EQ(pair.clientWorld.chunkCount(), static_cast<std::size_t>(13));
}
VF_TEST(manyChangesInOneChunkBecomeAMultiBlockChangeAndFewBecomeSingleBlockChanges) {
LinkQuality quality;
quality.latencyTicks = 1;
TransportConfig transportConfig;
SessionConfig config = quietConfig();
config.multiBlockThreshold = 4;
Pair pair(quality, transportConfig, config);
buildTerrain(pair.serverWorld, 1);
pair.client.beginHandshake("vulp", 1, 2);
for (uint64_t tick = 0; tick < 40; ++tick) pair.step(tick);
CHECK(pair.server.view().hasChunk(Vec3i{0, 0, 0}));
for (int i = 0; i < 3; ++i) pair.edit(i, 14, 0, Block::Glowstone);
pair.step(40);
pair.clearDirty();
for (uint64_t tick = 41; tick < 50; ++tick) pair.step(tick);
CHECK_EQ(pair.server.stats().blockChangesSent, static_cast<uint64_t>(3));
CHECK_EQ(pair.server.stats().multiBlockChangesSent, static_cast<uint64_t>(0));
CHECK_EQ(pair.client.stats().blockChangesApplied, static_cast<uint64_t>(3));
for (int i = 0; i < 9; ++i) pair.edit(i, 15, 0, Block::Obsidian);
pair.step(50);
pair.clearDirty();
for (uint64_t tick = 51; tick < 60; ++tick) pair.step(tick);
CHECK_EQ(pair.server.stats().blockChangesSent, static_cast<uint64_t>(3));
CHECK_EQ(pair.server.stats().multiBlockChangesSent, static_cast<uint64_t>(1));
CHECK_EQ(pair.client.stats().multiBlockChangesApplied, static_cast<uint64_t>(1));
for (int i = 0; i < 9; ++i) CHECK(pair.clientWorld.blockAt(i, 15, 0) == Block::Obsidian);
for (int i = 0; i < 3; ++i) CHECK(pair.clientWorld.blockAt(i, 14, 0) == Block::Glowstone);
}
VF_TEST(theClientWorldMirrorsTheServerByteForByteAcrossAnUnreliableLink) {
LinkQuality quality;
quality.lossPercent = 30;
quality.duplicatePercent = 10;
quality.reorderPercent = 25;
quality.reorderExtraTicks = 4;
quality.latencyTicks = 2;
quality.seed = 0xabcdef0123456789ull;
TransportConfig transportConfig;
transportConfig.mtu = 512;
transportConfig.retransmitTimeoutTicks = 10;
transportConfig.sendWindow = 24;
SessionConfig config = quietConfig();
config.chunksPerTick = 2;
config.multiBlockThreshold = 6;
Pair pair(quality, transportConfig, config);
buildTerrain(pair.serverWorld, 2);
pair.server.view().position = Vec3{8.0f, 8.0f, 8.0f};
pair.client.beginHandshake("vulp", 1, 2);