Net: heartbeat liveness, protocol version, message cap, replication reset
CI / build-test (push) Successful in 1m12s
CI / build-test (push) Successful in 1m12s
Robustness pass over MrGameEng.Net: - WebSocketServer heartbeats each connection (configurable interval/timeout) and drops peers idle past the timeout — detects half-open TCP that vanished without a close frame. Tracks last-activity per connection. - Reassembled messages capped (server and client) so a peer cannot exhaust memory with an oversized fragmented message. - Replication snapshots carry a protocol-version byte; a client receiving a mismatched version drops the message instead of decoding garbage, and a truncated snapshot is ignored without throwing. - ReplicationClient.Clear() deletes all replicated entities, so clients can wipe stale state before reconnecting. Tests: heartbeat healthy-survives / silent-peer-dropped, protocol-version mismatch, truncated snapshot, replication clear. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
co-authored by
Claude Fable 5
parent
d360093be1
commit
f382fc98ea
@@ -1,4 +1,5 @@
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using Friflo.Engine.ECS;
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using MrGameEng.Core;
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namespace MrGameEng.Net;
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@@ -21,6 +22,7 @@ public sealed class ReplicationClient
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private readonly ReplicationSchema _schema;
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private readonly EntityStore _store;
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private readonly Dictionary<int, Entity> _entities = [];
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private bool _warnedVersion;
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/// <summary>Creates a replication client writing into <paramref name="store"/>.</summary>
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public ReplicationClient(ReplicationSchema schema, EntityStore store)
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@@ -38,55 +40,98 @@ public sealed class ReplicationClient
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}
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}
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/// <summary>
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/// Deletes every replicated entity and forgets all net ids. Call before reconnecting: the
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/// fresh connection receives the full world again with a clean id space, so stale entities
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/// from the previous session don't linger as duplicates.
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/// </summary>
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public void Clear()
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{
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foreach (var entity in _entities.Values)
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{
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entity.DeleteEntity();
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}
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_entities.Clear();
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}
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/// <summary>Applies one snapshot message to the local store.</summary>
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public void Apply(byte[] message)
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{
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using var reader = new BinaryReader(new MemoryStream(message));
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if (reader.ReadByte() != ReplicationMessage.Snapshot)
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// Заголовок: тип(1) + версия(1). Короче — точно не наш снапшот.
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if (message.Length < 2 || reader.ReadByte() != ReplicationMessage.Snapshot)
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{
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return; // незнакомый тип сообщения — пропускаем, это не снапшот
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}
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var slots = _schema.Slots;
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var count = reader.ReadInt32();
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for (var record = 0; record < count; record++)
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var version = reader.ReadByte();
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if (version != ReplicationMessage.ProtocolVersion)
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{
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var netId = reader.ReadInt32();
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var op = reader.ReadByte();
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if (op == ReplicationMessage.OpDespawn)
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if (!_warnedVersion)
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{
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if (_entities.Remove(netId, out var dead))
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{
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dead.DeleteEntity();
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}
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continue;
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_warnedVersion = true;
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Log.Warning(
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$"Replication protocol mismatch: server v{version}, client "
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+ $"v{ReplicationMessage.ProtocolVersion} — snapshots dropped. Schemas out of sync."
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);
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}
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var mask = reader.ReadUInt32();
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var spawned = false;
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if (!_entities.TryGetValue(netId, out var entity))
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{
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entity = _store.CreateEntity(new NetId { Value = netId });
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_entities[netId] = entity;
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spawned = true;
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}
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return;
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}
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foreach (var slot in slots)
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var slots = _schema.Slots;
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try
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{
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var count = reader.ReadInt32();
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for (var record = 0; record < count; record++)
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{
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if ((mask & (1u << slot.Bit)) == 0)
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var netId = reader.ReadInt32();
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var op = reader.ReadByte();
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if (op == ReplicationMessage.OpDespawn)
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{
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if (_entities.Remove(netId, out var dead))
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{
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dead.DeleteEntity();
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}
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continue;
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}
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var data = reader.ReadBytes(slot.Size);
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slot.Apply(entity, data, 0);
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}
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var mask = reader.ReadUInt32();
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var spawned = false;
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if (!_entities.TryGetValue(netId, out var entity))
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{
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entity = _store.CreateEntity(new NetId { Value = netId });
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_entities[netId] = entity;
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spawned = true;
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}
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if (spawned)
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{
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EntitySpawned?.Invoke(entity);
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foreach (var slot in slots)
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{
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if ((mask & (1u << slot.Bit)) == 0)
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{
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continue;
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}
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var data = reader.ReadBytes(slot.Size);
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if (data.Length < slot.Size)
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{
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return; // снапшот оборван на полпути — дальше читать нечего
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}
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slot.Apply(entity, data, 0);
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}
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if (spawned)
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{
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EntitySpawned?.Invoke(entity);
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}
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}
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}
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catch (EndOfStreamException)
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{
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// Структурно битый/усечённый снапшот — игнорируем остаток, соединение не роняем.
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}
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}
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}
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@@ -98,6 +98,7 @@ public sealed class ReplicationServer
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using var stream = new MemoryStream();
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using var writer = new BinaryWriter(stream);
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writer.Write(ReplicationMessage.Snapshot);
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writer.Write(ReplicationMessage.ProtocolVersion); // версия формата — клиент отвергает чужую
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var countPosition = stream.Position;
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writer.Write(0); // количество записей, допишем в конце
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var records = 0;
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@@ -169,6 +170,14 @@ public sealed class ReplicationServer
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internal static class ReplicationMessage
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{
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internal const byte Snapshot = 1;
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/// <summary>
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/// Wire-format version. Bump whenever the snapshot layout or the meaning of the schema's
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/// component blits changes; a client receiving a mismatched version drops the message
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/// instead of decoding garbage (guards against a desync between server and client schemas).
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/// </summary>
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internal const byte ProtocolVersion = 1;
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internal const byte OpUpsert = 0;
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internal const byte OpDespawn = 1;
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}
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@@ -101,6 +101,9 @@ public sealed class WebSocketClient : INetConnection, IDisposable
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/// <summary>Closes the connection.</summary>
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public void Dispose() => Close();
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/// <summary>Largest reassembled message accepted from the server before the connection is dropped.</summary>
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public const int MaxMessageBytes = 16 * 1024 * 1024;
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private async Task ReceiveLoop()
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{
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var buffer = new byte[64 * 1024];
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@@ -117,6 +120,11 @@ public sealed class WebSocketClient : INetConnection, IDisposable
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break;
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}
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if (message.Length + result.Count > MaxMessageBytes)
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{
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break; // сервер шлёт ненормально большое сообщение — рвём соединение
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}
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message.Write(buffer, 0, result.Count);
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if (result.EndOfMessage)
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{
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@@ -10,13 +10,25 @@ namespace MrGameEng.Net;
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/// dedicated servers. Accepting and reading happen on background tasks; the simulation
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/// drains new connections with <see cref="TryAcceptConnection"/> and reads messages by
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/// polling each connection — nothing here touches the ECS world from another thread.
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/// Binary messages only; pings are answered automatically.
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/// Binary messages only; incoming pings are answered automatically and the server itself
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/// heartbeats each connection, closing any that goes silent past <see cref="IdleTimeout"/>
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/// (detects half-open TCP — a peer that vanished without a close frame). A reassembled
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/// message is capped at <see cref="MaxMessageBytes"/> so a peer can't exhaust memory.
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/// </summary>
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public sealed class WebSocketServer : IDisposable
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{
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/// <summary>Largest reassembled (possibly fragmented) message accepted from a peer.</summary>
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public const int MaxMessageBytes = WebSocketProtocol.MaxPayloadBytes;
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/// <summary>The port the server listens on.</summary>
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public int Port { get; }
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/// <summary>How often the server pings each connection to keep it alive and probe liveness.</summary>
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public TimeSpan HeartbeatInterval { get; }
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/// <summary>A connection with no traffic for longer than this is considered dead and closed.</summary>
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public TimeSpan IdleTimeout { get; }
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/// <summary>Snapshot of currently open connections.</summary>
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public IReadOnlyList<INetConnection> Connections
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{
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@@ -36,10 +48,22 @@ public sealed class WebSocketServer : IDisposable
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private int _nextConnectionId;
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private bool _started;
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/// <summary>Creates a server for <paramref name="port"/> on all interfaces. Call <see cref="Start"/> to listen.</summary>
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public WebSocketServer(int port)
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/// <summary>
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/// Creates a server for <paramref name="port"/> on all interfaces. Call <see cref="Start"/>
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/// to listen. <paramref name="heartbeatInterval"/> (default 10 s) sets how often each
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/// connection is pinged; <paramref name="idleTimeout"/> (default 30 s) how long a silent
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/// connection lives before it's dropped as dead. The timeout must exceed the interval so a
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/// healthy peer's pong lands before it's judged idle.
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/// </summary>
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public WebSocketServer(
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int port,
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TimeSpan? heartbeatInterval = null,
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TimeSpan? idleTimeout = null
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)
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{
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Port = port;
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HeartbeatInterval = heartbeatInterval ?? TimeSpan.FromSeconds(10);
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IdleTimeout = idleTimeout ?? TimeSpan.FromSeconds(30);
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_listener = new TcpListener(IPAddress.Any, port);
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}
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@@ -54,6 +78,7 @@ public sealed class WebSocketServer : IDisposable
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_started = true;
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_listener.Start();
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Task.Run(AcceptLoop);
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Task.Run(HeartbeatLoop);
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Log.Info($"WebSocketServer listening on port {Port}");
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}
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@@ -109,6 +134,48 @@ public sealed class WebSocketServer : IDisposable
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}
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}
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// Пингует живые соединения и закрывает те, что молчат дольше IdleTimeout (мёртвый peer
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// не отвечает pong'ом — его активность не обновляется и он отваливается по таймауту).
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private async Task HeartbeatLoop()
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{
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while (!_shutdown.IsCancellationRequested)
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{
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try
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{
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await Task.Delay(HeartbeatInterval, _shutdown.Token);
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}
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catch (OperationCanceledException)
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{
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return;
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}
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ServerConnection[] snapshot;
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lock (_connections)
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{
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snapshot = _connections.ToArray();
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}
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var now = DateTime.UtcNow;
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foreach (var connection in snapshot)
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{
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if (!connection.IsOpen)
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{
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continue;
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}
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if (now - connection.LastActivityUtc > IdleTimeout)
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{
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Log.Info($"WebSocketServer: connection #{connection.Id} timed out (idle)");
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connection.Close();
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}
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else
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{
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connection.SendPing();
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}
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}
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}
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}
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private void Handshake(TcpClient client)
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{
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try
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@@ -148,21 +215,30 @@ public sealed class WebSocketServer : IDisposable
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public int Id { get; }
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public bool IsOpen => !_closed;
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/// <summary>UTC of the last frame received from the peer — drives idle-timeout detection.</summary>
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public DateTime LastActivityUtc =>
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new(Volatile.Read(ref _lastActivityTicks), DateTimeKind.Utc);
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private readonly TcpClient _client;
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private readonly NetworkStream _stream;
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private readonly ConcurrentQueue<byte[]> _inbox = new();
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private readonly object _sendLock = new();
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private volatile bool _closed;
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private long _lastActivityTicks;
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internal ServerConnection(int id, TcpClient client)
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{
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Id = id;
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_client = client;
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_stream = client.GetStream();
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_lastActivityTicks = DateTime.UtcNow.Ticks;
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}
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internal void StartReceiveLoop() => Task.Run(ReceiveLoop);
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/// <summary>Sends a heartbeat ping; a live peer answers with a pong, refreshing activity.</summary>
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internal void SendPing() => SendControl(WebSocketOpcode.Ping, []);
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public void Send(ReadOnlySpan<byte> message)
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{
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if (_closed)
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@@ -184,6 +260,27 @@ public sealed class WebSocketServer : IDisposable
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}
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}
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private void SendControl(WebSocketOpcode opcode, ReadOnlySpan<byte> payload)
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{
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if (_closed)
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{
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return;
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}
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var frame = WebSocketProtocol.EncodeFrame(payload, opcode);
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try
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{
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lock (_sendLock)
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{
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_stream.Write(frame, 0, frame.Length);
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}
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}
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catch (Exception)
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{
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Close();
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}
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}
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public bool TryReceive(out byte[] message) => _inbox.TryDequeue(out message!);
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public void Close()
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@@ -224,31 +321,18 @@ public sealed class WebSocketServer : IDisposable
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break;
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}
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// Любой кадр (включая pong) — признак жизни: сбрасываем счётчик простоя.
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Volatile.Write(ref _lastActivityTicks, DateTime.UtcNow.Ticks);
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switch (opcode)
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{
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case WebSocketOpcode.Ping:
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lock (_sendLock)
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{
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var pong = WebSocketProtocol.EncodeFrame(
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payload,
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WebSocketOpcode.Pong
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);
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_stream.Write(pong, 0, pong.Length);
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}
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SendControl(WebSocketOpcode.Pong, payload);
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continue;
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case WebSocketOpcode.Pong:
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continue;
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case WebSocketOpcode.Close:
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lock (_sendLock)
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{
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var close = WebSocketProtocol.EncodeFrame(
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[],
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WebSocketOpcode.Close
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);
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_stream.Write(close, 0, close.Length);
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}
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SendControl(WebSocketOpcode.Close, []);
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return;
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}
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@@ -258,6 +342,15 @@ public sealed class WebSocketServer : IDisposable
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pending.Clear();
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}
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if (pending.Count + payload.Length > MaxMessageBytes)
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{
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Log.Warning(
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$"WebSocketServer: connection #{Id} exceeded {MaxMessageBytes}-byte "
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+ "message cap — closing"
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);
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return; // finally закроет соединение
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}
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pending.AddRange(payload);
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if (fin && pendingOpcode == WebSocketOpcode.Binary)
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{
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@@ -0,0 +1,98 @@
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using System.Net;
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using System.Net.Sockets;
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using System.Text;
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using MrGameEng.Net;
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using Xunit;
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namespace MrGameEng.Net.Tests;
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public class HeartbeatTests
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{
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[Fact]
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public async Task HealthyClient_SurvivesPastIdleTimeout()
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{
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var port = FreePort();
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using var server = new WebSocketServer(
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port,
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heartbeatInterval: TimeSpan.FromMilliseconds(100),
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idleTimeout: TimeSpan.FromMilliseconds(400)
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);
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server.Start();
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using var client = await WebSocketClient.ConnectAsync(
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new Uri($"ws://localhost:{port}/"),
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new CancellationTokenSource(TimeSpan.FromSeconds(10)).Token
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);
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var connection = await WaitFor(
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() => server.TryAcceptConnection(out var c) ? c : null,
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"server accept"
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);
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// Дольше idleTimeout: живой клиент авто-отвечает pong на server-ping и остаётся открыт.
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await Task.Delay(900, TestContext.Current.CancellationToken);
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Assert.True(connection.IsOpen);
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Assert.True(client.IsOpen);
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}
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[Fact]
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public async Task SilentPeer_IsDroppedAfterIdleTimeout()
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{
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var port = FreePort();
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using var server = new WebSocketServer(
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port,
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heartbeatInterval: TimeSpan.FromMilliseconds(100),
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idleTimeout: TimeSpan.FromMilliseconds(400)
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);
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server.Start();
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// Сырой peer: проходит рукопожатие, но дальше молчит и не отвечает на ping.
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using var tcp = new TcpClient();
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await tcp.ConnectAsync(IPAddress.Loopback, port, TestContext.Current.CancellationToken);
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var request =
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"GET / HTTP/1.1\r\n"
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+ "Host: localhost\r\n"
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+ "Upgrade: websocket\r\n"
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+ "Connection: Upgrade\r\n"
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+ "Sec-WebSocket-Key: dGhlIHNhbXBsZSBub25jZQ==\r\n"
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+ "Sec-WebSocket-Version: 13\r\n"
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+ "\r\n";
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var bytes = Encoding.ASCII.GetBytes(request);
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await tcp.GetStream().WriteAsync(bytes, TestContext.Current.CancellationToken);
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var connection = await WaitFor(
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() => server.TryAcceptConnection(out var c) ? c : null,
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"server accept"
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);
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Assert.True(connection.IsOpen);
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// Peer не отвечает pong'ом → активность не обновляется → сервер закрывает по простою.
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await WaitFor(() => connection.IsOpen ? null : "closed", "idle drop");
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Assert.False(connection.IsOpen);
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||||
}
|
||||
|
||||
private static async Task<T> WaitFor<T>(Func<T?> poll, string what)
|
||||
where T : class
|
||||
{
|
||||
for (var i = 0; i < 200; i++)
|
||||
{
|
||||
if (poll() is { } result)
|
||||
{
|
||||
return result;
|
||||
}
|
||||
|
||||
await Task.Delay(25);
|
||||
}
|
||||
|
||||
throw new TimeoutException($"Timed out waiting for {what}.");
|
||||
}
|
||||
|
||||
private static int FreePort()
|
||||
{
|
||||
var listener = new TcpListener(IPAddress.Loopback, 0);
|
||||
listener.Start();
|
||||
var port = ((IPEndPoint)listener.LocalEndpoint).Port;
|
||||
listener.Stop();
|
||||
return port;
|
||||
}
|
||||
}
|
||||
@@ -103,8 +103,8 @@ public class ReplicationTests
|
||||
server.Send([connection]);
|
||||
|
||||
Assert.True(connection.Sent.TryDequeue(out var delta));
|
||||
// Запись: type(1) + count(4) + netId(4) + op(1) + mask(4) + TestPosition(8) — без TestHealth.
|
||||
Assert.Equal(22, delta!.Length);
|
||||
// Запись: type(1) + version(1) + count(4) + netId(4) + op(1) + mask(4) + TestPosition(8) — без TestHealth.
|
||||
Assert.Equal(23, delta!.Length);
|
||||
|
||||
client.Apply(delta);
|
||||
var replicated = FindByNetId(clientStore, 1);
|
||||
@@ -185,6 +185,81 @@ public class ReplicationTests
|
||||
Assert.Equal(1, spawns);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void Clear_DeletesEveryReplicatedEntity()
|
||||
{
|
||||
var serverStore = new EntityStore();
|
||||
var clientStore = new EntityStore();
|
||||
var server = new ReplicationServer(MakeSchema(), serverStore);
|
||||
var client = new ReplicationClient(MakeSchema(), clientStore);
|
||||
var connection = new FakeConnection();
|
||||
serverStore.CreateEntity(
|
||||
new NetId { Value = server.NextNetId() },
|
||||
new TestPosition { X = 1f, Y = 2f }
|
||||
);
|
||||
serverStore.CreateEntity(
|
||||
new NetId { Value = server.NextNetId() },
|
||||
new TestPosition { X = 3f, Y = 4f }
|
||||
);
|
||||
server.Send([connection]);
|
||||
client.Pump(connection);
|
||||
Assert.Equal(2, client.EntityCount);
|
||||
|
||||
client.Clear();
|
||||
|
||||
Assert.Equal(0, client.EntityCount);
|
||||
foreach (var entity in clientStore.Entities)
|
||||
{
|
||||
Assert.False(entity.HasComponent<NetId>());
|
||||
}
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void MismatchedProtocolVersion_IsDropped()
|
||||
{
|
||||
var serverStore = new EntityStore();
|
||||
var clientStore = new EntityStore();
|
||||
var server = new ReplicationServer(MakeSchema(), serverStore);
|
||||
var client = new ReplicationClient(MakeSchema(), clientStore);
|
||||
var connection = new FakeConnection();
|
||||
serverStore.CreateEntity(
|
||||
new NetId { Value = server.NextNetId() },
|
||||
new TestPosition { X = 1f, Y = 2f }
|
||||
);
|
||||
server.Send([connection]);
|
||||
Assert.True(connection.Sent.TryDequeue(out var snapshot));
|
||||
|
||||
// Портим байт версии (индекс 1: type=0, version=1) — клиент обязан отбросить снапшот целиком.
|
||||
snapshot![1] = 0xFF;
|
||||
client.Apply(snapshot);
|
||||
|
||||
Assert.Equal(0, client.EntityCount);
|
||||
}
|
||||
|
||||
[Fact]
|
||||
public void TruncatedSnapshot_IsIgnoredWithoutThrowing()
|
||||
{
|
||||
var serverStore = new EntityStore();
|
||||
var clientStore = new EntityStore();
|
||||
var server = new ReplicationServer(MakeSchema(), serverStore);
|
||||
var client = new ReplicationClient(MakeSchema(), clientStore);
|
||||
var connection = new FakeConnection();
|
||||
serverStore.CreateEntity(
|
||||
new NetId { Value = server.NextNetId() },
|
||||
new TestPosition { X = 5f, Y = 6f },
|
||||
new TestHealth { Value = 9 }
|
||||
);
|
||||
server.Send([connection]);
|
||||
Assert.True(connection.Sent.TryDequeue(out var snapshot));
|
||||
|
||||
// Режем хвост: заголовок и счётчик целы, но данные компонентов оборваны.
|
||||
var truncated = snapshot!.AsSpan(0, snapshot.Length - 6).ToArray();
|
||||
client.Apply(truncated); // не должно бросить
|
||||
|
||||
// Записи могли частично примениться, но клиент остался живым и консистентным.
|
||||
Assert.True(client.EntityCount <= 1);
|
||||
}
|
||||
|
||||
private static Entity FindByNetId(EntityStore store, int netId)
|
||||
{
|
||||
foreach (var entity in store.Entities)
|
||||
|
||||
Reference in New Issue
Block a user